Fixes #1598
## Demo
Illustrates immediate (same-tick) reaction to a change of a `watch`ed cell:
scripts/play.sh -i data/scenarios/Testing/1598-detect-entity-change.yaml --autoplay --speed 1
## Background
Robots can be **scheduled** to wakeup from a `watch` by the `wakeWatchingRobots` function.
Robots may be **actually awakened** by the `wakeUpRobotsDoneSleeping` function.
Previously, `wakeWatchingRobots` would only ever schedule wakeups at `currentTick + 1`. Then, once the next tick is reached, in `wakeUpRobotsDoneSleeping` only robots that had been scheduled to wake on precisely the **current tick** could actually be awakened.
But this made it impossible for one robot to cause another robot, which had been sleeping, to actually wake up within the same tick that scheduling of the wakeup is performed.
The importance of this comes into play for system robots that are `watch`ing a cell and intended to react instantaneously to player actions (usually by running code in an `instant` block).
During each "tick", every active robot gets exactly one "turn" to execute code. Given the following ID assignments:
| Robot ID | Robot name |
| --- | --- |
| `0` | `base` |
| `1` | `systemBot` |
the `systemBot` will always execute *after* the `base` robot in a given tick.
If the `systemBot` is `watch`ing a given cell, a modification of that cell by the `base` will schedule a wakeup of the `systemBot`. If the scheduled wakeup tick is `currentTick + 1`, then the `base` will have **another execution turn** before the `systemBot` gets an opportunity to react to the `base`'s action at the current tick, causing the `systemBot` to overlook actions that may be relevant to a goal condition.
## Solution
In contast, if we schedule the `systemBot` wakeup for `currentTick` instead of `currentTick + 1`, then it should have an opportunity to wake, run, and react to the `base`'s action before the `base`'s next turn.
But in the status quo, the selection of which robots to run in a given tick is made only once, before iteration over those robots begins. We need instead to update the robots-to-run pool dynamically, after each iteration on an individual robot. The most appropriate data structure for the iteration pool is probably a [Monotone priority queue](https://en.wikipedia.org/wiki/Monotone_priority_queue), but we approximate this with an `IntSet` of `RID`s and the [`minView`](https://hackage.haskell.org/package/containers-0.7/docs/Data-IntSet.html#v:minView) function.
Being able to alter the list of active robots in the middle of a given tick's robot iteration has required a change to the `runRobotIDs` function. Instead of using a `forM_` to iterate over a static list of `RIDs`, we have a custom iteration function `iterateRobots` to handle the dynamic set.
## Performance
Benchmarks were performed locally with `stack` and GHC 9.6.
I had tested the replacement of the `forM_` loop with `iterateRobots` in isolation, and it had zero effect on benchmarks. But some other trivial changes tested in isolation, such as the addition of docstrings, yielded a +6% increase in benchmarks. So there seems to be some instability in the ability of the compiler to perform certain optimizations.
With this PR, increases in benchmark times ranging from 7% to 11% were observed. The obvious culprit is that `wakeUpRobotsDoneSleeping` is now called N times per tick, rather than once per tick, where N is the number of robots that are initially (or become) active during that tick.
### Mitigating with an "awakened" set
In the common case (i.e. when there are *no* watching robots), the `wakeUpRobotsDoneSleeping` that is now executed `N` times per tick (instead of once per tick) incurs a `Map` lookup, which is `O(log M)` in the number of distinct future wakeup times across all robots.
However, those extra `N` invocations only exist to serve the purpose of `watch`ing robots that may need to wake up at the current tick. It may be more efficient to have a dedicated `Set` in the `GameState` for such robots that gets populated parallel to this insertion:
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swarm.cabal |
Swarm
Swarm is a 2D programming and resource gathering game. Program your robots to explore the world and collect resources, which in turn allows you to build upgraded robots that can run more interesting and complex programs. More info can be found on the Swarm website.
Contributing
See CONTRIBUTING.md for information about various ways you can contribute to Swarm development!
Building
If you just want to play the game, head over to the Swarm website for installation instructions. If you want to build Swarm from source (e.g. in order to contribute, or to test out the latest bleeding-edge unreleased features), read on.
-
Clone the Swarm repository, e.g.
git clone https://github.com/swarm-game/swarm.git
-
If you don't already have the
stack
tool:-
Get the
ghcup
tool, a handy one-stop utility for managing all the different pieces of a Haskell toolchain. -
Use
ghcup
to installstack
:ghcup install stack
-
-
Now use
stack
to build and run Swarm:cd /path/to/the/swarm/repo stack run
-
Go get a snack while
stack
downloads a Haskell compiler and all of Swarm's dependencies. -
You might also want to check out the
scripts
directory, which contains an assortment of useful scripts for developers.