26/01/2024, 18:26 Project: A Robot :: Eloquent JavaScript
Chapter 7 ◀◆▶
Project: A Robot
“ [...] the question of whether Machines Can Think [...] is about as relevant as the question of
whether Submarines Can Swim.”
—Edsger Dijkstra, The Threats to Computing Science
In “project” chapters, I’ll stop pummeling you with new theory for a brief moment,
and instead we’ll work through a program together. Theory is necessary to learn to
program, but reading and understanding actual programs is just as important.
Our project in this chapter is to build an automaton, a little program that performs a
task in a virtual world. Our automaton will be a mail-delivery robot picking up and
dropping off parcels.
Meadowfield
The village of Meadowfield isn’t very big. It consists of 11 places with 14 roads
between them. It can be described with this array of roads:
const roads = [ edit & run code by clicking
"Alice's House-Bob's House", "Alice's House-Cabin",
"Alice's House-Post Office", "Bob's House-Town Hall",
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"Daria's House-Ernie's House", "Daria's House-Town Hall",
"Ernie's House-Grete's House", "Grete's House-Farm",
"Grete's House-Shop", "Marketplace-Farm",
"Marketplace-Post Office", "Marketplace-Shop",
"Marketplace-Town Hall", "Shop-Town Hall"
];
The network of roads in the village forms a graph. A graph is a collection of points
(places in the village) with lines between them (roads). This graph will be the world
that our robot moves through.
The array of strings isn’t very easy to work with. What we’re interested in is the
destinations that we can reach from a given place. Let’s convert the list of roads to a
data structure that, for each place, tells us what can be reached from there.
function buildGraph(edges) {
let graph = Object.create(null);
function addEdge(from, to) {
if (graph[from] == null) {
graph[from] = [to];
} else {
graph[from].push(to);
}
}
for (let [from, to] of edges.map(r => r.split("-"))) {
addEdge(from, to);
addEdge(to, from);
}
return graph;
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const roadGraph = buildGraph(roads);
Given an array of edges, buildGraph creates a map object that, for each node, stores
an array of connected nodes.
It uses the split method to go from the road strings, which have the form "Start-
End" , to two-element arrays containing the start and end as separate strings.
The task
Our robot will be moving around the village. There are parcels in various places, each
addressed to some other place. The robot picks up parcels when it comes to them and
delivers them when it arrives at their destinations.
The automaton must decide, at each point, where to go next. It has finished its task
when all parcels have been delivered.
To be able to simulate this process, we must define a virtual world that can describe it.
This model tells us where the robot is and where the parcels are. When the robot has
decided to move somewhere, we need to update the model to reflect the new situation.
If you’re thinking in terms of object-oriented programming, your first impulse might
be to start defining objects for the various elements in the world: a class for the robot,
one for a parcel, maybe one for places. These could then hold properties that describe
their current state, such as the pile of parcels at a location, which we could change
when updating the world.
This is wrong.
At least, it usually is. The fact that something sounds like an object does not
automatically mean that it should be an object in your program. Reflexively writing
classes for every concept in your application tends to leave you with a collection of
interconnected objects that each have their own internal, changing state. Such
programs are often hard to understand and thus easy to break.
Instead, let’s condense the village’s state down to the minimal set of values that define
it. There’s the robot’s current location and the collection of undelivered parcels, each
of which has a current location and a destination address. That’s it.
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And while we’re at it, let’s make it so that we don’t change this state when the robot
moves but rather compute a new state for the situation after the move.
class VillageState {
constructor(place, parcels) {
this.place = place;
this.parcels = parcels;
}
move(destination) {
if (!roadGraph[this.place].includes(destination)) {
return this;
} else {
let parcels = this.parcels.map(p => {
if (p.place != this.place) return p;
return {place: destination, address: p.address};
}).filter(p => p.place != p.address);
return new VillageState(destination, parcels);
}
}
}
The move method is where the action happens. It first checks whether there is a road
going from the current place to the destination, and if not, it returns the old state since
this is not a valid move.
Then it creates a new state with the destination as the robot’s new place. But it also
needs to create a new set of parcels—parcels that the robot is carrying (that are at the
robot’s current place) need to be moved along to the new place. And parcels that are
addressed to the new place need to be delivered—that is, they need to be removed
from the set of undelivered parcels. The call to map takes care of the moving, and the
call to filter does the delivering.
Parcel objects aren’t changed when they are moved but re-created. The move method
gives us a new village state but leaves the old one entirely intact.
let first = new VillageState(
"Post Office",
[{place: "Post Office", address: "Alice's House"}]
);
let next = first.move("Alice's House");
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console.log(next.place);
// → Alice's House
console.log(next.parcels);
// → []
console.log(first.place);
// → Post Office
The move causes the parcel to be delivered, and this is reflected in the next state. But
the initial state still describes the situation where the robot is at the post office and the
parcel is undelivered.
Persistent data
Data structures that don’t change are called immutable or persistent. They behave a lot
like strings and numbers in that they are who they are and stay that way, rather than
containing different things at different times.
In JavaScript, just about everything can be changed, so working with values that are
supposed to be persistent requires some restraint. There is a function called
Object.freeze that changes an object so that writing to its properties is ignored.
You could use that to make sure your objects aren’t changed, if you want to be careful.
Freezing does require the computer to do some extra work, and having updates
ignored is just about as likely to confuse someone as having them do the wrong thing.
So I usually prefer to just tell people that a given object shouldn’t be messed with and
hope they remember it.
let object = Object.freeze({value: 5});
object.value = 10;
console.log(object.value);
// → 5
Why am I going out of my way to not change objects when the language is obviously
expecting me to?
Because it helps me understand my programs. This is about complexity management
again. When the objects in my system are fixed, stable things, I can consider
operations on them in isolation—moving to Alice’s house from a given start state
always produces the same new state. When objects change over time, that adds a
whole new dimension of complexity to this kind of reasoning.
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For a small system like the one we are building in this chapter, we could handle that
bit of extra complexity. But the most important limit on what kind of systems we can
build is how much we can understand. Anything that makes your code easier to
understand makes it possible to build a more ambitious system.
Unfortunately, although understanding a system built on persistent data structures is
easier, designing one, especially when your programming language isn’t helping, can
be a little harder. We’ll look for opportunities to use persistent data structures in this
book, but we’ll also be using changeable ones.
Simul ation
A delivery robot looks at the world and decides in which direction it wants to move.
As such, we could say that a robot is a function that takes a VillageState object
and returns the name of a nearby place.
Because we want robots to be able to remember things, so that they can make and
execute plans, we also pass them their memory and allow them to return a new
memory. Thus, the thing a robot returns is an object containing both the direction it
wants to move in and a memory value that will be given back to it the next time it is
called.
function runRobot(state, robot, memory) {
for (let turn = 0;; turn++) {
if (state.parcels.length == 0) {
console.log(`Done in ${turn} turns`);
break;
}
let action = robot(state, memory);
state = state.move(action.direction);
memory = action.memory;
console.log(`Moved to ${action.direction}`);
}
}
Consider what a robot has to do to “solve” a given state. It must pick up all parcels by
visiting every location that has a parcel and deliver them by visiting every location
that a parcel is addressed to, but only after picking up the parcel.
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What is the dumbest strategy that could possibly work? The robot could just walk in a
random direction every turn. That means, with great likelihood, it will eventually run
into all parcels and then also at some point reach the place where they should be
delivered.
Here’s what that could look like:
function randomPick(array) {
let choice = Math.floor(Math.random() * array.length);
return array[choice];
}
function randomRobot(state) {
return {direction: randomPick(roadGraph[state.place])};
}
Remember that Math.random() returns a number between zero and one—but
always below one. Multiplying such a number by the length of an array and then
applying Math.floor to it gives us a random index for the array.
Since this robot does not need to remember anything, it ignores its second argument
(remember that JavaScript functions can be called with extra arguments without ill
effects) and omits the memory property in its returned object.
To put this sophisticated robot to work, we’ll first need a way to create a new state
with some parcels. A static method (written here by directly adding a property to the
constructor) is a good place to put that functionality.
VillageState.random = function(parcelCount = 5) {
let parcels = [];
for (let i = 0; i < parcelCount; i++) {
let address = randomPick(Object.keys(roadGraph));
let place;
do {
place = randomPick(Object.keys(roadGraph));
} while (place == address);
parcels.push({place, address});
}
return new VillageState("Post Office", parcels);
};
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We don’t want any parcels that are sent from the same place that they are addressed to.
For this reason, the do loop keeps picking new places when it gets one that’s equal to
the address.
Let’s start up a virtual world.
runRobot(VillageState.random(), randomRobot);
// → Moved to Marketplace
// → Moved to Town Hall
// → …
// → Done in 63 turns
It takes the robot a lot of turns to deliver the parcels because it isn’t planning ahead
very well. We’ll address that soon.
For a more pleasant perspective on the simulation, you can use the
runRobotAnimation function that’s available in this chapter’s programming
environment. This runs the simulation, but instead of outputting text, it shows you the
robot moving around the village map.
runRobotAnimation(VillageState.random(), randomRobot);
The way runRobotAnimation is implemented will remain a mystery for now, but
after you’ve read the later chapters of this book, which discuss JavaScript integration
in web browsers, you’ll be able to guess how it works.
The mail truck’s route
We should be able to do a lot better than the random robot. An easy improvement
would be to take a hint from the way real-world mail delivery works. If we find a
route that passes all places in the village, the robot could run that route twice, at which
point it is guaranteed to be done. Here is one such route (starting from the post office):
const mailRoute = [
"Alice's House", "Cabin", "Alice's House", "Bob's House",
"Town Hall", "Daria's House", "Ernie's House",
"Grete's House", "Shop", "Grete's House", "Farm",
"Marketplace", "Post Office"
];
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To implement the route-following robot, we’ll need to make use of robot memory. The
robot keeps the rest of its route in its memory and drops the first element every turn.
function routeRobot(state, memory) {
if (memory.length == 0) {
memory = mailRoute;
}
return {direction: memory[0], memory: memory.slice(1)};
}
This robot is a lot faster already. It’ll take a maximum of 26 turns (twice the 13-step
route) but usually less.
runRobotAnimation(VillageState.random(), routeRobot, []);
Pathfinding
Still, I wouldn’t really call blindly following a fixed route intelligent behavior. The
robot could work more efficiently if it adjusted its behavior to the actual work that
needs to be done.
To do that, it has to be able to deliberately move toward a given parcel or toward the
location where a parcel has to be delivered. Doing that, even when the goal is more
than one move away, will require some kind of route-finding function.
The problem of finding a route through a graph is a typical search problem. We can
tell whether a given solution (a route) is a valid solution, but we can’t directly
compute the solution the way we could for 2 + 2. Instead, we have to keep creating
potential solutions until we find one that works.
The number of possible routes through a graph is infinite. But when searching for a
route from A to B, we are interested only in the ones that start at A. We also don’t care
about routes that visit the same place twice—those are definitely not the most efficient
route anywhere. So that cuts down on the number of routes that the route finder has to
consider.
In fact, we are mostly interested in the shortest route. So we want to make sure we
look at short routes before we look at longer ones. A good approach would be to
“grow” routes from the starting point, exploring every reachable place that hasn’t been
visited yet, until a route reaches the goal. That way, we’ll only explore routes that are
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potentially interesting, and we’ll find the shortest route (or one of the shortest routes,
if there are more than one) to the goal.
Here is a function that does this:
function findRoute(graph, from, to) {
let work = [{at: from, route: []}];
for (let i = 0; i < work.length; i++) {
let {at, route} = work[i];
for (let place of graph[at]) {
if (place == to) return route.concat(place);
if (!work.some(w => w.at == place)) {
work.push({at: place, route: route.concat(place)});
}
}
}
}
The exploring has to be done in the right order—the places that were reached first
have to be explored first. We can’t immediately explore a place as soon as we reach it
because that would mean places reached from there would also be explored
immediately, and so on, even though there may be other, shorter paths that haven’t yet
been explored.
Therefore, the function keeps a work list. This is an array of places that should be
explored next, along with the route that got us there. It starts with just the start
position and an empty route.
The search then operates by taking the next item in the list and exploring that, which
means all roads going from that place are looked at. If one of them is the goal, a
finished route can be returned. Otherwise, if we haven’t looked at this place before, a
new item is added to the list. If we have looked at it before, since we are looking at
short routes first, we’ve found either a longer route to that place or one precisely as
long as the existing one, and we don’t need to explore it.
You can visually imagine this as a web of known routes crawling out from the start
location, growing evenly on all sides (but never tangling back into itself). As soon as
the first thread reaches the goal location, that thread is traced back to the start, giving
us our route.
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Our code doesn’t handle the situation where there are no more work items on the work
list because we know that our graph is connected, meaning that every location can be
reached from all other locations. We’ll always be able to find a route between two
points, and the search can’t fail.
function goalOrientedRobot({place, parcels}, route) {
if (route.length == 0) {
let parcel = parcels[0];
if (parcel.place != place) {
route = findRoute(roadGraph, place, parcel.place);
} else {
route = findRoute(roadGraph, place, parcel.address);
}
}
return {direction: route[0], memory: route.slice(1)};
}
This robot uses its memory value as a list of directions to move in, just like the route-
following robot. Whenever that list is empty, it has to figure out what to do next. It
takes the first undelivered parcel in the set and, if that parcel hasn’t been picked up
yet, plots a route toward it. If the parcel has been picked up, it still needs to be
delivered, so the robot creates a route toward the delivery address instead.
Let’s see how it does.
runRobotAnimation(VillageState.random(),
goalOrientedRobot, []);
This robot usually finishes the task of delivering 5 parcels in about 16 turns. That’s
slightly better than routeRobot but still definitely not optimal.
Exercises
Mea suring a rob ot
It’s hard to objectively compare robots by just letting them solve a few scenarios.
Maybe one robot just happened to get easier tasks or the kind of tasks that it is good
at, whereas the other didn’t.
Write a function compareRobots that takes two robots (and their starting memory).
It should generate 100 tasks and let each of the robots solve each of these tasks. When
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done, it should output the average number of steps each robot took per task.
For the sake of fairness, make sure you give each task to both robots, rather than
generating different tasks per robot.
function compareRobots(robot1, memory1, robot2, memory2) {
// Your code here
}
compareRobots(routeRobot, [], goalOrientedRobot, []);
» Display hints...
Rob ot efficienc y
Can you write a robot that finishes the delivery task faster than
goalOrientedRobot ? If you observe that robot’s behavior, what obviously stupid
things does it do? How could those be improved?
If you solved the previous exercise, you might want to use your compareRobots
function to verify whether you improved the robot.
// Your code here
runRobotAnimation(VillageState.random(), yourRobot, memory);
» Display hints...
Per sist ent group
Most data structures provided in a standard JavaScript environment aren’t very well
suited for persistent use. Arrays have slice and concat methods, which allow us to
easily create new arrays without damaging the old one. But Set , for example, has no
methods for creating a new set with an item added or removed.
Write a new class PGroup , similar to the Group class from Chapter 6, which stores a
set of values. Like Group , it has add , delete , and has methods.
Its add method, however, should return a new PGroup instance with the given
member added and leave the old one unchanged. Similarly, delete creates a new
instance without a given member.
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The class should work for values of any type, not just strings. It does not have to be
efficient when used with large amounts of values.
The constructor shouldn’t be part of the class’s interface (though you’ll definitely
want to use it internally). Instead, there is an empty instance, PGroup.empty , that
can be used as a starting value.
Why do you need only one PGroup.empty value, rather than having a function that
creates a new, empty map every time?
class PGroup {
// Your code here
}
let a = PGroup.empty.add("a");
let ab = a.add("b");
let b = ab.delete("a");
console.log(b.has("b"));
// → true
console.log(a.has("b"));
// → false
console.log(b.has("a"));
// → false
» Display hints...
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