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Dot.pde
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Dot.pde
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class Dot {
PVector position;
PVector vel;
PVector bestPosition;
float fit = 0;
float fitBest;
float r = random(256);
float g = random(256);
float b = random(256);
boolean isBest = false;
boolean dead = false;
Population parent;
Dot(Population parent) {
int xDistr = (int) random(width);
int yDistr = (int) random(height);
this.parent = parent;
position = new PVector(xDistr, yDistr);
bestPosition = position;
vel = PVector.random2D();
vel.limit(SPEED_LIMIT);
fitBest = -1;
}
//--------------------------------------------------------------------------------
void show() {
fill(r, g, b);
stroke(r, g, b);
ellipse(position.x, position.y, 4, 4);
if (parent.gDotBest == this) ellipse(position.x, position.y, 20, 20);
}
//---------------------------------------------------------------------------------
void move() {
if (!dead) {
this.position = PVector.add(position, vel);
}
}
//---------------------------------------------------------------------------------
/**
* Update the internal velocity according to the fitness value.
* Chnages internal state
*/
void updateVelocity() {
if (position.x < 2 || position.y < 2 || position.x > width - 2 || position.y > height - 2) {
this.dead = true;
return;
}
float r1 = random(1);
float r2 = random(1);
PVector momentum = PVector.mult(this.vel, INERTIA);
PVector cognitive = (PVector.sub(this.bestPosition, this.position)).mult(COG_CONST * r1);
// Cognitive factor - the influence on the Dot's acceleration from the distance to its own historical best position
PVector social = (PVector.sub(parent.gDotBest.position, this.position)).mult(SOC_CONST * r2);
// Social factor - the influence on the Dot's acceleration from its current distance to the Population's current global maximum
this.vel = PVector.add(momentum, cognitive).add(social);
this.vel.limit(SPEED_LIMIT);
}
//--------------------------------------------------------------------------------
/**
* Evaluate the fitness and update the internal state.
* If the fitness is better than the current best,
* replace the current best with the fitness
*/
float evaluate(PVector goal) {
this.fit = EVAL_FUNC.evalFunction(goal, this.vel, this.position); // Calculate fitness using the fitness function
if (this.fit < this.fitBest || fitBest == -1) { // If the new fitness value is better than the previous best:
this.fitBest = this.fit; // replace the previous best fitness
this.bestPosition = this.position; // replace the previous best position
if (parent.gDotBest == null || this.fitBest < parent.gDotBest.fitBest) { // If the fitness (guaranteed to differ) is better than the
parent.setBest(this);
}
}
return this.fit;
}
}