Remote agent/Simulation/Julia
Appearance
This implementation uses the Gtk GUI library. There are two files: a module and a file to implement the GUI server's Gtk game view.
File: RemoteGameServerClient.jl
module RemoteGameServerClient
using Sockets, Distributed, Colors
export Forward, TurnRight, TurnLeft, Get, Drop, GameOver, Stop, SectorRed,
SectorGreen, SectorYellow, SectorBlue, BallRed, BallGreen, BallYellow,
BallBlue, Bump, SectorFull, AgentFull, NoSectorBall, NoAgentBall
export North, East, South, West, Red, Green, Yellow, Blue, nocolor, Direction
export Pt, configs, asyncserversocketIO, asyncclientsocketIO, makegrid, hasball,
iswall, inside, Sector, Agent, Grid, directions, sectorcolors, colorsectors,
colorballs, adjacent, responses, compasspoints
const North = [-1, 0]
const East = [0, 1]
const South = [1, 0]
const West = [0, -1]
const Direction = Vector{Int}
const compasspoints = [North, East, South, West]
const Forward = '^'
const TurnRight = '>'
const TurnLeft = '<'
const Get = '@'
const Drop = '!'
const GameOver = '+'
const Stop = '.'
const SectorRed = 'R'
const SectorGreen = 'G'
const SectorYellow = 'Y'
const SectorBlue = 'B'
const BallRed = 'r'
const BallGreen = 'g'
const BallYellow = 'y'
const BallBlue = 'b'
const Bump = '|'
const SectorFull = 'S'
const AgentFull = 'A'
const NoSectorBall = 's'
const NoAgentBall = 'a'
const Red, Green, Blue, Yellow, nocolor = colorant"red", colorant"green",
colorant"blue", colorant"yellow", colorant"transparent"
const sectorcolors = [Red, Green, Blue, Yellow]
const colorsectors = Dict{Colorant,Char}(Red => SectorRed, Green => SectorGreen,
Blue => SectorBlue, Yellow => SectorYellow)
const colorballs = Dict{Colorant,Char}(Red => BallRed, Green => BallGreen,
Blue => BallBlue, Yellow => BallYellow)
const configs = Dict{String,Any}("dimensions" => (8, 12), "ballchance" => 0.67,
"wallchance" => 0.10, "walltile" => '▒', "emptytile" => ' ',
"unknowntile" => '?', "ip" => ip"127.0.0.1","portnumber" => 5021,
"wallcolor" => colorant"darkgray", "unknowncolor" => colorant"gold")
mutable struct Sector
ch::Char
clr::Colorant
ball::Colorant
end
struct Pt
x::Int
y::Int
end
Pt(v::Vector{Int}) = new(v[1], v[2])
mutable struct Agent
location::Pt
direction::Direction
ball::Colorant
end
mutable struct Grid
mat::Matrix{Sector}
agent::Agent
turncount::Int64
end
hasball(obj) = obj.ball in sectorcolors
inside(m::Matrix{Sector}, x::Int, y::Int) = (0 < x <= size(m)[1]) && (0 < y <= size(m)[2])
inside(m::Matrix{Sector}, p::Pt) = inside(m, p.y, p.y)
adjacent(x, y) = [[x - 1, y], [x, y + 1], [x + 1, y], [x, y - 1]]
adjacent(p::Pt) = [Pt(a[1], a[2]) for a in adjacent(p.x, p.y)]
iswall(s::Sector) = s.ch == configs["walltile"]
iswall(m::Matrix{Sector}, x, y) = inside(m, x, y) && iswall(m[x, y])
iswall(m, p::Pt) = iswall(m, p.x, p.y)
allballsmatch(grid) = all(x -> iswall(x) || !hasball(x) || x.clr == x.ball, grid.mat)
function makegrid(height, width)
wallcolor = configs["wallcolor"]
m = Matrix{Sector}(undef, height, width)
probinteriorwall = configs["wallchance"]
while true
for i in 1:height, j in 1:width
m[i, j] = ((i == 1) || (j == 1) || (i == height) || (j == width)) ?
Sector(configs["walltile"], wallcolor, nocolor) :
m[i, j] = probinteriorwall > rand() ?
Sector(Char(configs["walltile"]), wallcolor, nocolor) :
configs["ballchance"] > rand() ?
Sector(Char(configs["emptytile"]), rand(sectorcolors, 2)...) :
Sector(Char(configs["emptytile"]), rand(sectorcolors), nocolor)
end
for i in 2:height-1, j in 2:width-1 # once walls up, open any isolated sectors
arr = adjacent(Pt(i, j))
if !iswall(m, i, j) && all(p -> iswall(m, p), arr)
m[i, j] = Sector(Char(configs["emptytile"]), rand(sectorcolors, 2)...)
end
end
if all(colr -> sum(s -> s.clr == colr, m) >= sum(s -> s.ball == colr, m), sectorcolors)
break # redo if more balls than sectors for a color
end
end
rows, cols = collect(2:height - 1), collect(2:width-1)
while true
i, j = rand(rows), rand(cols)
if hasball(m[i, j]) # agent goes on empty sector at start
m[i, j] = Sector(configs["emptytile"], m[i, j].clr, nocolor)
return Grid(m, Agent(Pt(i, j), North, nocolor), 0)
end
end
end
function forward!(grid)
reply = Char[]
px, py = grid.agent.location.x, grid.agent.location.y
newx, newy = px + grid.agent.direction[1], py + grid.agent.direction[2]
if iswall(grid.mat, newx, newy)
push!(reply, Bump)
else
grid.agent.location = Pt(newx, newy)
sect = grid.mat[newx, newy]
push!(reply, colorsectors[sect.clr])
if hasball(sect)
push!(reply, colorballs[sect.ball])
end
grid.turncount += 1
end
push!(reply, Stop)
reply
end
const rightdelta = Dict(North => East, East => South, South => West, West => North)
const leftdelta = Dict(p[2] => p[1] for p in rightdelta)
rightturn!(grid) = begin grid.agent.direction = rightdelta[grid.agent.direction]; [Stop] end
leftturn!(grid) = begin grid.agent.direction = leftdelta[grid.agent.direction]; [Stop] end
function getball!(grid)
reply = Char[]
grid.turncount += 1
if hasball(grid.agent)
push!(reply, AgentFull)
else
p = grid.agent.location
sect = grid.mat[p.x, p.y]
if hasball(sect)
grid.agent.ball = sect.ball
sect.ball = nocolor
else
push!(reply, NoSectorBall)
end
end
push!(reply, Stop)
reply
end
function dropball!(grid)
reply = Char[]
grid.turncount += 1
if !hasball(grid.agent)
push!(reply, NoAgentBall)
else
p = grid.agent.location
sect = grid.mat[p.x, p.y]
if !hasball(sect)
sect.ball = grid.agent.ball
grid.agent.ball = nocolor
if allballsmatch(grid)
push!(reply, GameOver)
end
else
push!(reply, SectorFull)
end
end
push!(reply, Stop)
reply
end
responses = Dict{Char,Function}(Forward => forward!, TurnRight => rightturn!,
TurnLeft => leftturn!, Get => getball!, Drop => dropball!)
function asyncserversocketIO(inchan, outchan, debug=false)
try
socket = TCPSocket()
server = listen(configs["ip"], configs["portnumber"])
debug && println("Listening at ", configs["ip"], " ", configs["portnumber"])
socket = accept(server)
debug && println("Connected at ", configs["ip"], " ", configs["portnumber"])
while isopen(socket) && isopen(inchan) && isopen(outchan)
ch = read(socket, Char)
put!(inchan, ch)
debug && println("socket sent to inchan: $ch")
yield()
while (ch = take!(outchan)) != '.'
write(socket, ch)
flush(socket)
debug && println("outsocket: $ch")
end
write(socket, ch)
flush(socket)
debug && println("outsocket: $ch")
end
catch y
@warn("Socket IO: caught exception $y")
end
end
function asyncclientsocketIO(inchan, outchan, debug=false)
try
debug && println("Trying connection at ", configs["ip"], " ", configs["portnumber"])
socket = connect(configs["ip"], configs["portnumber"])
debug && println("Connected at ", configs["ip"], " ", configs["portnumber"])
while isopen(socket) && isopen(inchan) && isopen(outchan)
if !isready(outchan)
sleep(0.05)
yield()
else
while isready(outchan)
ch = take!(outchan)
debug && println("outsocket: $ch")
write(socket, ch)
flush(socket)
end
while (ch = read(socket, Char)) != '.'
put!(inchan, ch)
debug && println("inchan: $ch")
end
put!(inchan, ch)
debug && println("inchan: $ch")
end
end
catch y
println("Socket IO: caught exception $y")
end
end
end # module RemoteGameServerClient
# modulino
if occursin(Base.PROGRAM_FILE, @__FILE__)
using .RemoteGameServerClient
function evalcommand(grid, inchan, outchan, debug=false)
debug && println("Starting command evaluation service.")
debug && println("Configuration settings are: $(RemoteGameServerClient.configs).")
while isopen(inchan) && isopen(outchan)
ch = take!(inchan)
debug && println("responding to $ch as $(channelcodes[ch])")
response = responses[channelcodes[ch]](grid)
debug && println(" and $response")
debug && println("Got code: $ch. Response is: $response")
for code in response
ch = streamcodes[code]
put!(outchan, ch)
end
if GameOver in response
close(inchan)
close(outchan)
break
end
end
end
function newgame()
serverin, serverout = Channel{Char}(100), Channel{Char}(100)
@async asyncserversocketIO(serverin, serverout)
grid = makegrid(10, 16)
evalcommand(grid, serverin, serverout, true)
end
newgame()
end # modulino
File: gtk_remoteserversimulation.jl
using Distributed, Sockets, Gtk, Colors, Graphics, Cairo
include("RemoteGameServerClient.jl")
using .RemoteGameServerClient
function matchballsgameserver()
# The player is not to know what direction they are facing, so as to not
# give them more information about the map at start. However, we ideally would
# want the map as learned by agent to be aligned with the map known to server.
# To do so, we start agent facin north, but in a random location with the map
# height and width randomly exchanged, so knowing facing north gives no net
# information about the shape and contents of the grid.
height, width = configs["dimensions"]
if rand() > 0.5
height, width = width, height
end
fontsize = configs["dimensions"][1] * 2
win = GtkWindow("Match Color Balls Game ", 600, 600) |> (GtkFrame() |> (box = GtkBox(:v)))
can = GtkCanvas()
set_gtk_property!(can, :expand, true)
push!(box, can)
grid = makegrid(height, width)
@guarded Gtk.draw(can) do widget
ctx = Gtk.getgc(can)
select_font_face(ctx, "Courier", Cairo.FONT_SLANT_NORMAL, Cairo.FONT_WEIGHT_BOLD)
set_font_size(ctx, fontsize)
set_source_rgb(ctx, 0.2, 0.2, 0.2)
l = fontsize * 2.5
for i in 1:size(grid.mat)[1], j in 1:size(grid.mat)[2]
fill(ctx)
set_source(ctx, grid.mat[i, j].clr)
rectangle(ctx, (i - 1) * l, (j - 1) * l, l, l)
fill(ctx)
if hasball(grid.mat[i, j])
set_source(ctx, grid.mat[i, j].ball)
circle(ctx, (i - 1) * l + fontsize * 1.25, (j - 1) * l + fontsize * 1.25, fontsize)
fill(ctx)
set_source(ctx, colorant"gray")
arc(ctx, (i - 1) * l + fontsize * 1.25, (j - 1) * l + fontsize * 1.25, fontsize, 0, 2*pi)
stroke(ctx)
end
if Pt(i, j) == grid.agent.location
move_to(ctx, (i - 1) * l + fontsize * 1.25, (j - 1) * l + fontsize * 0.2)
set_source(ctx, colorant"silver")
line_to(ctx, i * l, j * l)
line_to(ctx, (i - 1) * l, j * l)
line_to(ctx, (i - 1) * l + fontsize * 1.25, (j - 1) * l + fontsize * 0.2)
stroke(ctx)
set_source(ctx, grid.agent.ball == nocolor ? colorant"black" : grid.agent.ball)
circle(ctx, (i - 1) * l + fontsize * 1.25, (j - 1) * l + fontsize * 2, fontsize / 4)
fill(ctx)
set_source(ctx, colorant"silver")
arc(ctx, (i - 1) * l + fontsize * 1.25, (j - 1) * l + fontsize * 2, fontsize / 4, 0, 2*pi)
stroke(ctx)
end
end
end
function evalcommand(grid, inchan, outchan, debug=false)
debug && println("Starting command evaluation service.")
debug && println("Configuration settings are: $(RemoteGameServerClient.configs).")
while isopen(inchan) && isopen(outchan)
ch = take!(inchan)
debug && println("responding to $ch input from client")
response = responses[ch](grid)
debug && println(" and response is then $response")
draw(can)
show(can)
show(win)
debug && println("screen update done")
for ch in response
put!(outchan, ch)
end
if GameOver in response
for ch in [GameOver, GameOver, GameOver, GameOver, GameOver, Stop]
put!(outchan, ch)
end
sleep(10)
close(inchan)
close(outchan)
break
end
end
end
serverin, serverout = Channel{Char}(100), Channel{Char}(100)
@async asyncserversocketIO(serverin, serverout, false)
@async evalcommand(grid, serverin, serverout, false)
condition = Condition()
endit(w) = notify(condition)
signal_connect(endit, win, :destroy)
showall(win)
wait(condition)
end
matchballsgameserver()