Experiments with ruby-processing (processing-2.2.1) and JRubyArt for processing-3.0

Tuesday 4 March 2014

Using inject with an array of Vec2D (another Nature of Code Example)

See previous blog for background information. Here is another example of using inject to sum an array, however in this case we are summing objects of Vec2D, not numbers!
# The Nature of Code
# http://natureofcode.com

# Simple Perceptron Example
# See: http://en.wikipedia.org/wiki/Perceptron
load_library :vecmath

class Perceptron
  # Perceptron is created with n weights and learning constant
  def initialize(n, c)
    @weights = Array.new(n){ rand(0 .. 1.0) }
    @c = c
  end

  # Function to train the Perceptron
  # Weights are adjusted based on vehicle's error
  def train(forces, error)
    trained = @weights.zip(forces.map{|f| f.to_a}
    .map{|a, b| (a * error.x + b * error.y) * @c})
    .map {|w, c| constrain(w + c, 0.0, 1.0)}
    @weights = trained
  end

  # Give me a steering result
  def feedforward(forces)
    # Sum all values
    forces.zip(@weights).map{|a, b| a * b}.inject(Vec2D.new){|c, d| c + d}
  end
end

# Seek
# Daniel Shiffman <http://www.shiffman.net>

class Vehicle

  MAX_SPEED = 4
  MAX_FORCE = 0.1
  attr_reader :brain, :sz, :location, :targets, :desired
  attr_reader :maxforce_squared, :maxspeed_squared

  def initialize(n, x, y)
    @brain = Perceptron.new(n, 0.001)
    @acceleration = Vec2D.new(0, 0)
    @velocity = Vec2D.new(0, 0)
    @location = Vec2D.new(x, y)
    @sz = 6.0
    @maxspeed_squared = MAX_SPEED * MAX_SPEED
    @maxforce_squared = MAX_FORCE * MAX_FORCE
  end

  # Method to update location
  def update(width, height)
    # Update velocity
    @velocity += @acceleration
    # Limit speed
    @velocity.set_mag(MAX_SPEED) if @velocity.mag_squared > maxspeed_squared
    @location += @velocity
    # Reset acceleration to 0 each cycle
    @acceleration *= 0

    @location.x = constrain(location.x, 0, width)
    @location.y = constrain(location.y, 0, height)
  end

  def apply_force(force)
    # We could add mass here if we want A = F / M
    @acceleration += force
  end

  # Here is where the brain processes everything
  def steer(targets, desired)
    # Steer towards all targets
    forces = targets.map{|target| seek(target) }

    # That array of forces is the input to the brain
    result = brain.feedforward(forces)

    # Use the result to steer the vehicle
    apply_force(result)

    # Train the brain according to the error
    error = desired - location
    brain.train(forces, error)
   end

  # A method that calculates a steering force towards a target
  # STEER = DESIRED MINUS VELOCITY
  def seek(target)
    desired = target - location  # A vector pointing from the location to the target

    # Normalize desired and scale to the maximum speed
    desired.normalize!
    desired *= MAX_SPEED
    # Steering = Desired minus velocity
    steer = desired - @velocity
    steer.set_mag(MAX_FORCE) if steer.mag_squared > maxforce_squared # Limit to a maximum steering force
    steer
  end

  def display

    # Draw a triangle rotated in the direction of velocity
    theta = @velocity.heading + Math::PI / 2
    fill(175)
    stroke(0)
    stroke_weight(1)
    push_matrix
    translate(location.x, location.y)
    rotate(theta)
    begin_shape
    vertex(0, -sz)
    vertex(-sz * 0.5, sz)
    vertex(sz * 0.5, sz)
    end_shape(CLOSE)
    pop_matrix
  end
end

# A Vehicle controlled by a Perceptron
attr_reader :targets, :desired, :v


def setup
  size(640, 360)
  # The Vehicle's desired location
  @desired = Vec2D.new(width/2, height/2)

  # Create a list of targets
  make_targets

  # Create the Vehicle (it has to know about the number of targets
  # in order to configure its brain)
  @v = Vehicle.new(targets.size, rand(width), rand(height))
end

# Make a random ArrayList of targets to steer towards
def make_targets
  @targets = Array.new(8) { Vec2D.new(rand(width), rand(height)) }
end

def draw
  background(255)

  # Draw a circle to show the Vehicle's goal
  stroke(0)
  stroke_weight(2)
  fill(0, 100)
  ellipse(desired.x, desired.y, 36, 36)

  # Draw the targets
  targets.each do |target|
    no_fill
    stroke(0)
    stroke_weight(2)
    ellipse(target.x, target.y, 16, 16)
    line(target.x, target.y - 16, target.x, target.y + 16)
    line(target.x - 16, target.y, target.x + 16, target.y)
  end

  # Update the Vehicle
  v.steer(targets, desired)
  v.update(width, height)
  v.display
end

def mouse_pressed
  make_targets
end

Here I am particulary pleased with the Perceptron very functional looking train and the feedforward code, where I use inject to sum Vec2D.

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I have developed JRubyArt and propane new versions of ruby-processing for JRuby-9.1.5.0 and processing-3.2.2