public static NeuralNetwork CreateElmanNN(int inputCount, int outputCount) { NeuralNetwork network = new NeuralNetwork(); Layer input = new Layer(); Layer output = new Layer(); for (int i = 0; i < inputCount; i++) { input.AddUnit(new NetworkUnit(ActFuncs.Identity)); } for (int i = 0; i < outputCount; i++) { NetworkUnit memoryUnit = new NetworkUnit(ActFuncs.Identity); NetworkUnit biasUnit = NetworkUnit.CreateBias(); NetworkUnit outUnit = new NetworkUnit(ActFuncs.Sigmoid, biasUnit) { MemoryUnit = memoryUnit }; input.AddUnit(memoryUnit); output.AddUnit(outUnit); } network.AddLayer(input); network.AddLayer(output); return(network); }
public void SendSync() { // From Server Only if (state.isServer == false) { return; } SyncUnits syncData = new SyncUnits(); List <NetworkUnit> netUnits = new List <NetworkUnit> (); // add all existing units to the list foreach (Transform gameUnits in state.gameUnits.transform) { if (gameUnits.name.Split('-') [0].Equals("GU")) { // get all the units in this GO foreach (Transform unit in gameUnits) { var networkUnit = new NetworkUnit(); short ownerID = short.Parse(gameUnits.name.Split('-') [1]); networkUnit.ownerID = ownerID; networkUnit.id = unit.name; networkUnit.unitType = unit.gameObject.GetComponent <UnitController> ().type; netUnits.Add(networkUnit); } } else if (gameUnits.name.Split('-') [0].Equals("IO")) { foreach (Transform unit in gameUnits) { if (unit.gameObject.GetComponent <FlagActions> () == null) { var networkUnit = new NetworkUnit(); short ownerID = short.Parse(gameUnits.name.Split('-') [1]); networkUnit.ownerID = ownerID; networkUnit.id = unit.name; networkUnit.unitType = unit.gameObject.GetComponent <Interactable> ().type; netUnits.Add(networkUnit); } } } } syncData.units = netUnits.ToArray(); // send the new unit to connections SendMessage(syncData); }
public static Player GetPlayer(this NetworkBehaviour nb) { NetworkUnit unit = nb.gameObject.GetComponent <NetworkUnit>(); return(unit == null ? null : unit.player); }
public Minesweeper() { networkUnit = new NetworkUnit(this); blockMode = false; }
public AbstractAgent(string initialGameIpAddress, int initialGamePort) { networkUnit = new NetworkUnit(this); CurrentGameIpAddress = initialGameIpAddress; CurrentGamePort = initialGamePort; }
// Use this for initialization void Start() { unit = this.GetComponent <NetworkUnit>(); }