Hello! I am trying to make my own Artificial Neural Network like this guy did here: [Youtube Video][1]
It is in Finnish, so no need to watch.
So, his “brain” code was almost 1000 lines long, and it was pretty hard to add more layers and neurons. So I wanted to make more expandable one.
This is a part of original one
// Inputs / Inputit
private float I1, I2, I3;
// Outputs / Outputit
private float Sum_01, Sum_02;
// Mutation rate / Mutaation määrä
public int mutationRate = 5;
//weights ----------------------------------------------------------------------------
//Input1
float W_I1_L1N1;
float W_I1_L1N2;
float W_I1_L1N3;
float W_I1_L1N4;
float W_I1_L1N5;
And this is mine in works.
// Inputs / Inputit
float[] I = new float[3];
// Outputs / Outputit
float[] Sum_ = new float[2];
// Layer amount / Layereiden määrä
[SerializeField]
private int LayerAmount = 2;
// Neuron count for each layer / Neuroni määrä jokaiselle layerille
[SerializeField]
private int NeuronAmountForEachLayer = 5;
// Mutation rate / Mutaation määrä
[SerializeField]
private int mutationRate = 5;
Now the problem is things like these
void Start(){
// Start generation and mutation / Alkugenerointi ja mutaatio
//Mutaatio Input1
if (Random.Range (0, mutationRate) == 1 || simulationStart == true) {
W_I1_L1N1 = Random.Range (-1.0f, 1.0f);
}
}
And I’d like to use it like this (if it even works as intended)
void Start(){
// Start generation and mutation / Alkugenerointi ja mutaatio
//Mutaatio Input1
if (Random.Range (0, mutationRate) == 1 || simulationStart == true) {
foreach (float i in I) {
foreach(int l in LayerAmount){
foreach(int n in NeuronAmountForEachLayer){
W_I*_L[l]N[n] = Random.Range (-1.0f, 1.0f);*
-
}* -
}* -
}* -
}* -
}*
( W_I1_L1N1 means Weight of Input 1 to Layer 1’s Neuron 1 )
I basically want to use better way of setting these, than doing it for every single one.
It’s hard to explain ANN.
[1]: - YouTube
I'm currently working on it, but I'm not sure about the structure. Do neurons have inputs and outputs? And you call these weights?
– mwnDK1402Now that @tanoshimi said, i've realised that it can also be a shadow from another object. In the hierarchy, check all the objects one by one and set cast shadows to "off" (As he said you can disable them if you want). You can also try disabling the directional light, make a spotlight and check if the shadow disappeared. If the problem still persists, it would help if you posted some pictures from other angles of your game.
– Zitoox