Reference - Definition of state, action, score


Contents

  1. Introduction

  2. State

  3. Action

  4. Score





1. Introduction

The state represents the various stimuli that are available to the animal at any point in time. Using these stimuli, the animal's mind selects an action from a set of thirty five available to the animal, and this action is (usually) carried out. The stimuli are subject to error, depending on various factors, such as the animal's health, the time of day, the amount of vegetation in the surrounding areas etc. 

Certain stimuli refer to a particular direction (numbered from 0 - 8), in which case directions are as follows:

8 (North West) 1 (Due North) 2 (North East)
7 (Due West) 0 (Animal's Cell) 3 (Due East)
6 (South West) 5 (Due South) 4 (South East)


2. State

The following is a sample state:

perceivedFatShortage:0.7368006702911585;
perceivedCarbohydrateShortage:0.787908164961922;
perceivedProteinShortage:0.6882473937770764;
perceivedWaterShortage:0.5698663136201775;
perceivedAnimalLowTemperature:0.0;
perceivedAnimalHighTemperature:0.1854426830319721;
perceivedCellLowTemperature:0.0;
perceivedCellHighTemperature:0.4622199293598596;
mateCourted:0.0;
perceivedAnimalCleanliness:0.37677294646217335;
nightProximity:0.12612951127140995;
animalVariance:1.0;
distanceFromDen:1.0;
foodPerceptionStimulus:[0.0,0.1,0.0,0.6917457920190416,0.5023220026660983,0.6917457920190416,0.1,0.0,0.05426941632675048];
foodMemoryStimulus:[0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0];
waterPerceptionStimulus:[0.99999,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0];
waterMemoryStimulus:[0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0];
shelterPerceptionStimulus:[0.0,0.0,0.0,0.3253028576810692,0.4230684794708529,0.4722175,0.0,0.0,0.6666600000000001];
shadePerceptionStimulus:[0.0,0.0,0.0,0.3253028576810692,0.4230684794708529,0.4722175,0.0,0.0,0.6666600000000001];
predator1PerceptionStimulus:[0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0];
predator2PerceptionStimulus:[0.0,0.0,0.0,0.0,0.0,0.0,0.6666666666666667,0.0,0.0];
dangerousPlacePerceptionStimulus1:[0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0];
irrelevantAnimalPerceptionStimulus1:[0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0];
matePerceptionStimulus:[0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0];
denPerceptionStimulus:[0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0];
denMemoryStimulus:[0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0];
timeSinceLastScan:0.6666666666666666;
distanceToCover:0.0;
timeSinceLastPredator:0.0;
animalHealth:0.645730064246499;
animalPermanentInjury:0.0;
dangerousPlacePerceptionStimulus2:[0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0];
irrelevantAnimalPerceptionStimulus2:[0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0];
preyInAnimalSquare:false;
fruitFoodInAnimalSquare:true;
cerealFoodInAnimalSquare:false;

This is this information that is given to the mind at each time step, and the format it will be given it (without carriage returns). Each element is described in the table below.

 

perceivedFatShortage This is a variable between 0.0 and 1.0 that reflects the animal's perception of how short of fat it is. The closer the value is to 1.0 the more serious the shortage. 
perceivedCarbohydrateShortage This is a variable between 0.0 and 1.0 that reflects the animal's perception of how short of carbohydrate it is. The closer the value is to 1.0 the more serious the shortage. 
perceivedProteinShortage This is a variable between 0.0 and 1.0 that reflects the animal's perception of how short of protein it is. The closer the value is to 1.0 the more serious the shortage. 
perceivedWaterShortage This is a variable between 0.0 and 1.0 that reflects the animal's perception of how short of water it is. The closer the value is to 1.0 the more serious the shortage. 
perceivedAnimalLowTemperature This is a variable between 0.0 and 1.0 that reflects the animal's perception of whether it is too cold, and if so, to what degree. The closer the value is to 1.0 the more serious the coldness. 
perceivedAnimalHighTemperature This is a variable between 0.0 and 1.0 that reflects the animal's perception of whether it is too hot, and if so, to what degree. The closer the value is to 1.0 the more serious the heat. 
perceivedCellLowTemperature This is a variable between 0.0 and 1.0 that reflects the animal's perception of whether the external temperature is too cold, and if so, to what degree. The closer the value is to 1.0 the more serious the coldness. 
perceivedCellHighTemperature This is a variable between 0.0 and 1.0 that reflects the animal's perception of whether the external temperature is too hot, and if so, to what degree. The closer the value is to 1.0 the more serious the heat.
mateCourted This is a variable between 0.0 and 1.0 that reflects the animal's perception of whether it thinks the mate that is in the cell with it has been courted. A value of 0.0 identifies a situation where there is either no mate in the cell, or the animal has not courted the mate in the cell. A value of 1.0 means that there is a mate in the cell, and it has been courted. 
perceivedAnimalCleanliness This is a variable between 0.0 and 1.0 that reflects the animal's perception of how clean. The closer the value is to 1.0 the cleaner the animal is. 
nightProximity This is a variable between 0.0 and 1.0 that reflects the animal's perception of how close in time it is to night time. A value of 1.0 represents night time. A value of 0.0 represents the furthest time from the next night i.e. early morning. 
animalVariance This is a variable between 0.0 and 1.0 that reflects the animal's perception of how lost it is. The closer the value is to 1.0 the more lost it is. 
distanceFromDen This is a variable between 0.0 and 1.0 that reflects the animal's perception of how far it is from the den. The closer the value is to 1.0 the firther the animal is from its den. Note that this is not an exact measure of the number of cells distance from the den, rather a scaled representation of how serious the distance from the den is.. 
foodPerceptionStimulus This is an array of nine variables between 0.0 and 1.0 reflecting the degree to which the animal perceives food in each of the nine directions, starting with its own square, followed by the direction NORTH and continuing clockwise through each of the directions. The closer each value is to 1.0 the more serious the perception of food.
foodMemoryStimulus This is an array of nine variables between 0.0 and 1.0 reflecting the degree to which the animal remembers food in each of the nine directions, starting with its own square, followed by the direction NORTH and continuing clockwise through each of the directions. The closer each value is to 1.0 the more serious the memory of food.
waterPerceptionStimulus This is an array of nine variables between 0.0 and 1.0 reflecting the degree to which the animal perceives water in each of the nine directions, starting with its own square, followed by the direction NORTH and continuing clockwise through each of the directions. The closer each value is to 1.0 the more serious the perception of water.
waterMemoryStimulus This is an array of nine variables between 0.0 and 1.0 reflecting the degree to which the animal remembers water in each of the nine directions, starting with its own square, followed by the direction NORTH and continuing clockwise through each of the directions. The closer each value is to 1.0 the more serious the memory of water.
shelterPerceptionStimulus This is an array of nine variables between 0.0 and 1.0 reflecting the degree to which the animal perceives shelter in each of the nine directions, starting with its own square, followed by the direction NORTH and continuing clockwise through each of the directions. The closer each value is to 1.0 the more serious the perception of shelter.
shadePerceptionStimulus This is an array of nine variables between 0.0 and 1.0 reflecting the degree to which the animal perceives shade in each of the nine directions, starting with its own square, followed by the direction NORTH and continuing clockwise through each of the directions. The closer each value is to 1.0 the more serious the perception of shade.
predator1PerceptionStimulus This is an array of nine variables between 0.0 and 1.0 reflecting the degree to which the animal perceives a predator 1 in each of the nine directions, starting with its own square, followed by the direction NORTH and continuing clockwise through each of the directions. The closer each value is to 1.0 the more serious the perception of a predator 1.
predator2PerceptionStimulus This is an array of nine variables between 0.0 and 1.0 reflecting the degree to which the animal perceives a predator 2 in each of the nine directions, starting with its own square, followed by the direction NORTH and continuing clockwise through each of the directions. The closer each value is to 1.0 the more serious the perception of a predator 2.
dangerousPlacePerceptionStimulus1 This is an array of nine variables between 0.0 and 1.0 reflecting the degree to which the animal perceives a dangerous place in each of the nine directions, but only for adjacent cells, starting with its own square, followed by the direction NORTH and continuing clockwise through each of the directions. The closer each value is to 1.0 the more serious the perception of a dangerous place.
irrelevantAnimalPerceptionStimulus1 This is an array of nine variables between 0.0 and 1.0 reflecting the degree to which the animal perceives an irrelevant animal in each of the nine directions, but only for adjacent cells, starting with its own square, followed by the direction NORTH and continuing clockwise through each of the directions. The closer each value is to 1.0 the more serious the perception of an irrelevant animal.
dangerousPlacePerceptionStimulus2 This is an array of nine variables between 0.0 and 1.0 reflecting the degree to which the animal perceives a dangerous place in each of the nine directions, but only for non-adjacent cells, starting with its own square, followed by the direction NORTH and continuing clockwise through each of the directions. The closer each value is to 1.0 the more serious the perception of a dangerous place.
irrelevantAnimalPerceptionStimulus2 This is an array of nine variables between 0.0 and 1.0 reflecting the degree to which the animal perceives an irrelevant animal in each of the nine directions, but only for non-adjacent cells, starting with its own square, followed by the direction NORTH and continuing clockwise through each of the directions. The closer each value is to 1.0 the more serious the perception of an irrelevant animal.
matePerceptionStimulus This is an array of nine variables between 0.0 and 1.0 reflecting the degree to which the animal perceives a mate in each of the nine directions, starting with its own square, followed by the direction NORTH and continuing clockwise through each of the directions. The closer each value is to 1.0 the more serious the perception of a mate.
denPerceptionStimulus This is an array of nine variables between 0.0 and 1.0 reflecting the degree to which the animal perceives a den in each of the nine directions, starting with its own square, followed by the direction NORTH and continuing clockwise through each of the directions. The closer each value is to 1.0 the more serious the perception of a den.
denMemoryStimulus This is an array of nine variables between 0.0 and 1.0 reflecting the degree to which the animal remembers a den in each of the nine directions, starting with its own square, followed by the direction NORTH and continuing clockwise through each of the directions. The closer each value is to 1.0 the more serious the memory of a den.
timeSinceLastScan This is a variable between 0.0 and 1.0 that reflects the animal's perception of how long it is since it last scanned for predators. The closer the value is to 1.0 the longer the time. Note that this is not an exact measure of the number of timesteps since the last scan, rather a scaled representation of how serious the length of time is. 
distanceToCover This is a variable between 0.0 and 1.0 that reflects the animal's perception of how far it is from the den. The closer the value is to 1.0 the firther the animal is from cover. Note that this is not an exact measure of the number of cells distance from cover, rather a scaled representation of how serious the distance from cover is.. 
timeSinceLastPredator This is a variable between 0.0 and 1.0 that reflects the animal's perception of how long it is since it last perceived a  predator. The closer the value is to 1.0 the longer the time. Note that this is not an exact measure of the number of timesteps since the last predator, rather a scaled representation of how serious the length of time is. 
animalHealth This is a variable between 0.0 and 1.0 that reflects the animal's health. The animal dies when this reaches 0. 
animalPermanentInjury This is a variable between 0.0 and 1.0 that reflects the permanent injuries that the animal has suffered due to other animals and dangerous places. 
preyInAnimalSquare This is a boolean value, it will be true if there is prey in the animal's cell, false otherwise.
fruitFoodInAnimalSquare This is a boolean value, it will be true if there is fruit food in the animal's cell, false otherwise.
cerealFoodInAnimalSquare This is a boolean value, it will be true if there is cereal food in the animal's cell, false otherwise.


3. Action

Given the above state, it is the function of the mind to select an appropriate action. There are thirty five numbered actions. The mind selects the action and returns the number corresponding to this action. The animal carries this action out with a certain probability.

Number Name Description
0 SLEEPING Instruct the animal to sleep.
1 RESTING Instruct the animal to rest.
2 FREEZING Instruct the animal to freeze where it is.
3 EATING_CF Instruct the animal to attempt to eat the cereal food that is in the current cell
4 EATING_FF Instruct the animal to attempt to eat the fruit food that is in the current cell
5 DRINKING Instruct the animal to attempt to drink the water that is in the current cell
6 CLEANING Instruct the animal to attempt to take some time to clean itself
7 COURT_DISPLAYING Instruct the animal to attempt to attempt to court the mate in the current cell
8 MATING Instruct the animal to attempt to attempt to mate with the receptive mate in the current cell.
9 POUNCING Instruct the animal to attempt to pounce on, kill and eat the prey that is in the current cell
10 LOOKING_AROUND Instruct the animal to attempt to look around and increase its perceptions of its surroundings.
11 LOOKING_N Instruct the animal to attempt to look NORTH and thus get clearer perceptions of what is in the cells in that direction.
12 LOOKING_NE Instruct the animal to attempt to look NORTH EAST and thus get clearer perceptions of what is in the cells in that direction.
13 LOOKING_E Instruct the animal to attempt to look EAST and thus get clearer perceptions of what is in the cells in that direction.
14 LOOKING_SE Instruct the animal to attempt to look SOUTH EAST and thus get clearer perceptions of what is in the cells in that direction.
15 LOOKING_S Instruct the animal to attempt to look SOUTH and thus get clearer perceptions of what is in the cells in that direction.
16 LOOKING_SW Instruct the animal to attempt to look SOUTH WEST and thus get clearer perceptions of what is in the cells in that direction.
17 LOOKING_W Instruct the animal to attempt to look WEST and thus get clearer perceptions of what is in the cells in that direction.
18 LOOKING_NW Instruct the animal to attempt to look NORTH WEST and thus get clearer perceptions of what is in the cells in that direction.
19 MOVE_N Instruct the animal to attempt to move one cell NORTH.
20 MOVE_NE Instruct the animal to attempt to move one cell NORTH EAST.
21 MOVE_E Instruct the animal to attempt to move one cell EAST.
22 MOVE_SE Instruct the animal to attempt to move one cell SOUTH EAST.
23 MOVE_S Instruct the animal to attempt to move one cell SOUTH.
24 MOVE_SW Instruct the animal to attempt to move one cell SOUTH WEST.
25 MOVE_W Instruct the animal to attempt to move one cell WEST.
26 MOVE_NW Instruct the animal to attempt to move one cell NORTH WEST.
27 MOVE2_N Instruct the animal to attempt to move as many cells as possible NORTH.
28 MOVE2_NE Instruct the animal to attempt to move as many cells as possible NORTH EAST.
29 MOVE2_E Instruct the animal to attempt to move as many cells as possible EAST.
30 MOVE2_SE Instruct the animal to attempt to move as many cells as possible SOUTH EAST.
31 MOVE2_S Instruct the animal to attempt to move as many cells as possible SOUTH.
32 MOVE2_SW Instruct the animal to attempt to move as many cells as possible SOUTH WEST.
33 MOVE2_W Instruct the animal to attempt to move as many cells as possible WEST.
34 MOVE2_NW Instruct the animal to attempt to move as many cells as possible NORTH WEST.


4. Score

In addition to the state, at each point in time the score is returned by the environment. At the end of a run, the final score of the run will be stored and displayed in the score board.

An example score is as follows:

0, 306 (0, 0, 0, 0, 0, 1, 2, 0, 0, 0, 0, 154) [0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 12, 0, 0, 12, 1, 0, 0, 0, 1, 42, 17, 76, 19, 53, 7, 41, 21, 0, 1, 0, 0, 0, 0, 0, 0]

The format for the score is given below:

NUMBER_OF_TIMES_MATED, 
NUMBER_OF_TIMESTEPS_SURVIVED 
(TIMES_EATEN_NON_TOXIC_FRUIT_FOOD, 
TIMES_EATEN_TOXIC_FRUIT_FOOD, 
TIMES_EATEN_NON_TOXIC_CEREAL_FOOD,
TIMES_EATEN_TOXIC_CEREAL_FOOD,
TIMES_EATEN_PREY,
TIMES_DRUNK_NON_TOXIC_WATER,
TIMES_DRUNK_TOXIC_WATER,
TIMES_INJURED_BY_IRRELEVANT_ANIMAL,
TIMES_INJURED_BY_PREDATOR_1,
TIMES_INJURED_BY_PREDATOR_2,
TIMES_INJURED_BY_DANGEROUS_PLACE,
TIMES_LOST)
[NUMBER_OF_TIMES_ACTION_0_CHOSEN, 
...
NUMBER_OF_TIMES_ACTION_34_CHOSEN]

The scores are ranked according to the first two numbers only. The remaining data is for information only.