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;ELC ;;; Compiled by mockbuild@buildfarm06.corp.cloudlinux.com on Wed Jun 7 08:11:38 2023 ;;; from file /builddir/build/BUILD/emacs-24.3/lisp/play/landmark.el ;;; in Emacs version 24.3.1 ;;; with all optimizations. ;;; This file uses dynamic docstrings, first added in Emacs 19.29. ;;; This file does not contain utf-8 non-ASCII characters, ;;; and so can be loaded in Emacs versions earlier than 23. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; (custom-declare-group 'landmark nil "Neural-network robot that learns landmarks." :prefix "landmark-" :group 'games) #@42 Number of columns on the Landmark board. (defvar landmark-board-width nil (#$ . 669)) #@40 Number of lines on the Landmark board. (defvar landmark-board-height nil (#$ . 761)) #@58 Vector recording the actual state of the Landmark board. (defvar landmark-board nil (#$ . 852)) #@34 Length of landmark-board vector. (defvar landmark-vector-length nil (#$ . 954)) #@47 After how many moves will Emacs offer a draw? (defvar landmark-draw-limit nil (#$ . 1040)) #@54 This is the x coordinate of the center of the board. (defvar landmark-cx 0 (#$ . 1137)) #@54 This is the y coordinate of the center of the board. (defvar landmark-cy 0 (#$ . 1231)) #@47 This is the x dimension of the playing board. (defvar landmark-m 0 (#$ . 1325)) #@47 This is the y dimension of the playing board. (defvar landmark-n 0 (#$ . 1411)) #@69 Translate X, Y cartesian coords into the corresponding board index. (defalias 'landmark-xy-to-index #[(x y) "\303 _\n#\207" [y landmark-board-width x +] 4 (#$ . 1497)]) #@46 Return corresponding x-coord of board INDEX. (defalias 'landmark-index-to-x #[(index) " T\246\207" [index landmark-board-width] 2 (#$ . 1674)]) #@46 Return corresponding y-coord of board INDEX. (defalias 'landmark-index-to-y #[(index) " T\245\207" [index landmark-board-width] 2 (#$ . 1825)]) #@67 Create the landmark-board vector and fill it with initial values. (defalias 'landmark-init-board #[nil "\305\306\"\306S\fX\203# \307I\210 \n\307I\210T\nS\202\n *\306\211W\205; \307I\210\310\f\311#\211\202' )\207" [landmark-vector-length landmark-board ii i landmark-board-width make-vector 0 -1 + 1] 5 (#$ . 1976)]) #@59 Horizontal spacing between squares on the Landmark board. (defconst landmark-square-width 2 (#$ . 2315)) #@57 Vertical spacing between squares on the Landmark board. (defconst landmark-square-height 1 (#$ . 2426)) #@74 Number of columns between the Landmark board and the side of the window. (defconst landmark-x-offset 3 (#$ . 2536)) #@71 Number of lines between the Landmark board and the top of the window. (defconst landmark-y-offset 1 (#$ . 2658)) #@60 If non-nil, its value is called on entry to Landmark mode. (custom-declare-variable 'landmark-mode-hook nil '(#$ . 2777) :type 'hook :group 'landmark) #@39 Local keymap to use in Landmark mode. (defvar landmark-mode-map (byte-code "\301 \302\303\304#\210\302\305\306#\210\302\307\310#\210\302\311\312#\210\302\313\314#\210\302\315\316#\210\302\317\320#\210\302\321\322#\210\302\323\304#\210\302\324\306#\210\302\325\310#\210\302\326\312#\210\302\327\314#\210\302\330\316#\210\302\331\320#\210\302\332\322#\210\302\333\320#\210\302\334\322#\210\302\335\336#\210\302\337\336#\210\302\340\341#\210\302\342\341#\210\302\343\344#\210\302\345\344#\210\302\346\344#\210\302\347\350#\210\302\351\350#\210\302\352\322#\210\302\353\320#\210\302\354\355#\210\302\356\357#\210\302\360\361#\210\302\362\361#\210)\207" [map make-sparse-keymap define-key "y" landmark-move-nw "u" landmark-move-ne "b" landmark-move-sw "n" landmark-move-se "h" backward-char "l" forward-char "j" landmark-move-down "k" landmark-move-up [kp-7] [kp-9] [kp-1] [kp-3] [kp-4] [kp-6] [kp-2] [kp-8] "" "" "X" landmark-human-plays "x" " " landmark-start-robot [down-mouse-1] [drag-mouse-1] landmark-click [mouse-1] [down-mouse-2] [mouse-2] landmark-mouse-play [drag-mouse-2] [remap previous-line] [remap next-line] [remap beginning-of-line] landmark-beginning-of-line [remap end-of-line] landmark-end-of-line [remap undo] landmark-human-takes-back [remap advertised-undo]] 4) (#$ . 2934)) #@58 For making font-lock use the winner's face for the line. (defvar landmark-emacs-won nil (#$ . 4269)) (byte-code "\300\301\302\303\304\305\306\307&\210\300\310\311\312\304\305\306\307&\207" [custom-declare-face landmark-font-lock-face-O ((((class color)) :foreground "red") (t :weight bold)) "Face to use for Emacs's O." :version "22.1" :group landmark landmark-font-lock-face-X ((((class color)) :foreground "green") (t :weight bold)) "Face to use for your X."] 8) #@31 Font lock rules for Landmark. (defvar landmark-font-lock-keywords '(("O" quote landmark-font-lock-face-O) ("X" quote landmark-font-lock-face-X) ("[-|/\\]" 0 (if landmark-emacs-won 'landmark-font-lock-face-O 'landmark-font-lock-face-X))) (#$ . 4742)) (byte-code "\300\301\302\300\301\303\304##\210\300\301\305\306#\210\300\301\307\310#\207" [put landmark-mode front-sticky rear-nonsticky (intangible) intangible 1 mode-class special] 7) #@515 Major mode for playing Landmark against Emacs. You and Emacs play in turn by marking a free square. You mark it with X and Emacs marks it with O. The winner is the first to get five contiguous marks horizontally, vertically or in diagonal. You play by moving the cursor over the square you choose and hitting \[landmark-human-plays]. Other useful commands: \{landmark-mode-map} Entry to this mode calls the value of `landmark-mode-hook' if that value is non-nil. One interesting value is `turn-on-font-lock'. (defalias 'landmark-mode #[nil "\305 \210\306\307\310 \210\311\n!\210\312\303!\210\313\314\315\316!\207" [major-mode mode-name landmark-mode-map font-lock-defaults buffer-read-only kill-all-local-variables landmark-mode "Landmark" landmark-display-statistics use-local-map make-local-variable (landmark-font-lock-keywords t) t run-mode-hooks landmark-mode-hook] 2 (#$ . 5185) nil]) #@56 Vector recording the actual score of the free squares. (defvar landmark-score-table nil (#$ . 6091)) #@27 Score of an empty qtuple. (defconst landmark-nil-score 7 (#$ . 6198)) #@52 Vector associating qtuple contents to their score. (defconst landmark-score-trans-table (byte-code "\306\307\310\311\312\313\314\315\316 \f\317\317\211\211\211\211\n\317\211\211\211\211 \317\211\211\211\211\317\211\211\211\211\211&.\207" [OOOOscore OOOscore OOscore Oscore XXXXscore XXXscore 15 400 1800 100000 35 800 15000 800000 vector 0 XXscore Xscore landmark-nil-score] 32) (#$ . 6274)) #@56 Threshold score beyond which an Emacs move is winning. (defconst landmark-winning-threshold (aref landmark-score-trans-table 24) (#$ . 6692)) #@55 Threshold score beyond which a human move is winning. (defconst landmark-losing-threshold (aref landmark-score-trans-table 4) (#$ . 6840)) #@66 Compute index of free square with highest score, or nil if none. (defalias 'landmark-strongest-square #[nil "\306\211\307\310\211\"\307 \"\311\211 \fX\203x HW\204q H\211V\203M \312 H!\203D \310 \n\202q \313I\210\202q \312 H!\204_ \313I\210\202q \312\314 T\211 !!\203q \n T\211\202 .\207" [landmark-board-width landmark-board-height score best-square end square 0 landmark-xy-to-index 1 nil zerop -1 random count score-max landmark-score-table landmark-board] 7 (#$ . 6985)]) #@49 Recorded initial value of previous score table. (defvar landmark-saved-score-table nil (#$ . 7511)) #@41 Recorded value of previous board width. (defvar landmark-saved-board-width nil (#$ . 7617)) #@42 Recorded value of previous board height. (defvar landmark-saved-board-height nil (#$ . 7715)) #@64 Create the score table vector and fill it with initial values. (defalias 'landmark-init-score-table #[nil "\203 \nU\203 \fU\203 \306!\211\207\307\310_\"\311\211\211\211\211\211 T\312\245T\312\245\313^\313^\314\211X\203v \314\211X\203m \315\"\210T\211\202W T\211\202M X\203\241 \314\211X\203\230 \315\"\210T\211\202\202 T\211\202x .\306 ! \211\207" [landmark-saved-score-table landmark-board-width landmark-saved-board-width landmark-board-height landmark-saved-board-height landmark-score-table copy-sequence make-vector 20 nil 2 4 1 landmark-init-square-score landmark-vector-length landmark-nil-score maxj2 maxi2 maxj maxi j i] 7 (#$ . 7815)]) #@53 Return the number of qtuples containing square I,J. (defalias 'landmark-nb-qtuples #[(i j) "\306S^\306 Z^\306\nS^\306\nZ^\f\307\310\f\\\311]\312^ \f\\\311]\312^\f ^\f^\\\311]\312^ ^\f\f^\\\311]\312^%,\207" [i landmark-board-width j landmark-board-height down up 4 + -12 3 8 right left] 8 (#$ . 8550)]) #@60 Give initial score to square I,J and to its mirror images. (defalias 'landmark-init-square-score #[(i j) " ZT\nZT\306 \"\f\307H_ \n\310 \" I\210\310\n\" I\210\310 \" I\210\310\n \" I+\207" [landmark-board-width i landmark-board-height j landmark-score-trans-table sc landmark-nb-qtuples 0 landmark-xy-to-index jj ii landmark-score-table] 5 (#$ . 8875)]) #@60 Update score table after SQUARE received a DVAL increment. (defalias 'landmark-update-score-table #[(square dval) "\306!\307!\310\311 Z]\310\311\nZ]\312\313 \314#^\312\313\n\314#^\315\311\312&\210\315\f\312\311&\210\315\f]^\311\211&\210\315\311\nZ\310] Z]\312 \316Z^\313\n\314#^\317\311&.\207" [square x y imin jmin landmark-board-width landmark-index-to-x landmark-index-to-y -4 1 0 - 4 landmark-update-score-in-direction 5 -1 imax landmark-board-height jmax dval] 7 (#$ . 9256)]) #@203 Update scores for all squares in the qtuples in range. That is, those between the LEFTth square and the RIGHTth after SQUARE, along the DX, DY direction, considering that DVAL has been added on SQUARE. (defalias 'landmark-update-score-in-direction #[(left right square dx dy dval) " V\206\273 \306\211\211\211\211\211\f \307\" _\\\f _\\\f \310_\\\f\311\fX\203U H\\ \\\211\202= \f X\205\271 HZHZ\312\n!\204\233 \f\211\fX\203\233 \312H!\203\220 H\n\\I\210 \\\211\202t \f \\\313\fH[\fH#\f \\\211\f\202W .\207" [left right delta count square2 square1 nil landmark-xy-to-index 4 0 zerop + square0 depl dx dy square landmark-board landmark-score-trans-table dval landmark-score-table] 7 (#$ . 9788)]) #@35 Non-nil if a game is in progress. (defvar landmark-game-in-progress nil (#$ . 10575)) #@66 A record of all moves that have been played during current game. (defvar landmark-game-history nil (#$ . 10667)) #@49 Number of moves already played in current game. (defvar landmark-number-of-moves nil (#$ . 10786)) #@58 Number of moves already played by human in current game. (defvar landmark-number-of-human-moves nil (#$ . 10891)) #@32 Non-nil if Emacs played first. (defvar landmark-emacs-played-first nil (#$ . 11011)) #@52 Non-nil if Human took back a move during the game. (defvar landmark-human-took-back nil (#$ . 11102)) #@49 Non-nil if Human refused Emacs offer of a draw. (defvar landmark-human-refused-draw nil (#$ . 11210)) #@53 Non-nil if Emacs is in the middle of a computation. (defvar landmark-emacs-is-computing nil (#$ . 11318)) #@43 Initialize a new game on an N by M board. (defalias 'landmark-start-game #[(n m) "\306\211\n\f\f\307\\\nT_T\310\n\f\311#\312\245\313\211\314\211\313\211\313\315\n\f\"\210\316 \210\317 \210\313\211\207" [landmark-emacs-is-computing landmark-game-in-progress n landmark-board-width m landmark-board-height t 2 * 7 10 nil 0 landmark-init-display landmark-init-score-table landmark-init-board landmark-vector-length landmark-draw-limit landmark-emacs-won landmark-game-history landmark-number-of-moves landmark-number-of-human-moves landmark-emacs-played-first landmark-human-took-back landmark-human-refused-draw] 5 (#$ . 11430)]) #@47 Go to SQUARE, play VAL and update everything. (defalias 'landmark-play-move #[(square val &optional dont-update-score) "\306 \307U\203 \nT\202 \310!\203 \306 HBBT\311 \"\210 I\210\204? \312 \"\210 \313I\210\314\211\207" [landmark-emacs-is-computing val landmark-number-of-human-moves landmark-number-of-moves landmark-emacs-played-first square t 1 zerop landmark-plot-square landmark-update-score-table -1 nil landmark-score-table landmark-game-history landmark-board dont-update-score] 3 (#$ . 12087)]) #@44 Take back last move and update everything. (defalias 'landmark-take-back #[nil "\306 @\211@\fH\211\307U\203 \fS\f A S \310\311\"\210\f\311I\210\312 [\"\210\nAI\210+\313\211\207" [landmark-emacs-is-computing landmark-game-history last-move square landmark-board oldval t 1 landmark-plot-square 0 landmark-update-score-table nil landmark-number-of-human-moves landmark-number-of-moves landmark-score-table] 4 (#$ . 12623)]) #@49 The number of times that landmark has been run. (defvar landmark-number-of-trials 0 (#$ . 13069)) #@46 The total number of moves made in all games. (defvar landmark-sum-of-moves 0 (#$ . 13173)) #@44 Number of games Emacs won in this session. (defvar landmark-number-of-emacs-wins 0 (#$ . 13270)) #@42 Number of games you won in this session. (defvar landmark-number-of-human-wins 0 (#$ . 13373)) #@48 Number of games already drawn in this session. (defvar landmark-number-of-draws 0 (#$ . 13474)) #@41 Terminate the current game with RESULT. (defalias 'landmark-terminate-game #[(result) "T \n\\\305=\203 \306\307!\210\310 \210\311\211\207" [landmark-number-of-trials landmark-sum-of-moves landmark-number-of-moves result landmark-game-in-progress crash-game message "Sorry, I have been interrupted and cannot resume that game..." landmark-display-statistics nil] 2 (#$ . 13576)]) #@56 What to do when Emacs detects it has been interrupted. (defalias 'landmark-crash-game #[nil "\301\302\303!\210\304\305!\210\306 \207" [landmark-emacs-is-computing nil landmark-terminate-game crash-game sit-for 4 landmark-prompt-for-other-game] 2 (#$ . 13967)]) #@38 Compute Emacs next move and play it. (defalias 'landmark-emacs-plays #[nil "\306 \210\203\n \307 \207 \204 \310 \207\311\312!\210\313\211\314 \211\204&