public static (float, float, float[, ], float[, ]) NieuwNetwerk(int inputCount, int HiddenCount, int outputCount) { // De biases krijgen een willekeurige bias. float biasInput = UnityEngine.Random.Range(-2.0f, 2.0f); float biasHidden = UnityEngine.Random.Range(-2.0f, 2.0f); // De weights worden willekeurig toegewezen. float[,] weightsInput = NeuralNetwork.AssignWeights(inputCount, HiddenCount); float[,] weightsHidden = NeuralNetwork.AssignWeights(HiddenCount, outputCount); return(biasInput, biasHidden, weightsInput, weightsHidden); }
public static (float, float, float, float[, ], float[, ], float[, ]) NieuwDiepNetwerk(int inputCount, int firstHiddenCount, int secondHiddenCount, int outputCount) { // De biases krijgen een willekeurige bias. float biasInput = Random.Range(-2.0f, 2.0f); float biasHidden = Random.Range(-2.0f, 2.0f); float biasSecondHidden = Random.Range(-2.0f, 2.0f); // De weights worden willekeurig toegewezen. float[,] weightsInput = NeuralNetwork.AssignWeights(inputCount, firstHiddenCount); float[,] weightsFirstHidden = NeuralNetwork.AssignWeights(firstHiddenCount, secondHiddenCount); float[,] weightsSecondHidden = NeuralNetwork.AssignWeights(secondHiddenCount, outputCount); return(biasInput, biasHidden, biasSecondHidden, weightsInput, weightsFirstHidden, weightsSecondHidden); }