private void Txt_CorreoE_KeyUp(object sender, KeyEventArgs e) { if (Txt_CorreoE.Text != "" && Txt_CorreoE.Text != usuario_actual.getCorreo_electronico()) { if (Cerebro.ValidarFormatoCorreo(Txt_CorreoE.Text)) { Lb_Correo.Text = "Nuevo correo valido y aceptado."; Lb_Correo.ForeColor = Color.Green; CambioCorreo = CorreoValido = true; } else { Lb_Correo.Text = "Nuevo correo invalido."; Lb_Correo.ForeColor = Color.Red; CorreoValido = false; CambioCorreo = true; } } else { Lb_Correo.Text = ""; CambioCorreo = false; } UnlockChange(); }
private void Txt_NuevaContraOne_KeyUp(object sender, KeyEventArgs e) { if (Txt_NuevaContraOne.Text != "") { if (Cerebro.ValidarFormatoContraseña(Txt_NuevaContraOne.Text)) { Lb_ContraOne.Text = "Nueva contraseña valida."; Lb_ContraOne.ForeColor = Color.Green; CambioContraseña = ContraseñaValida = true; } else { Lb_ContraOne.Text = "Nueva contraseña invalida."; Lb_ContraOne.ForeColor = Color.Red; ContraseñaValida = false; CambioContraseña = true; } } else { Lb_ContraOne.Text = ""; Lb_MismaContra.Text = ""; CambioContraseña = false; } UnlockChange(); SamePassword(); }
private void Txt_NuevaContraseñaOne_KeyUp(object sender, KeyEventArgs e) { if (Txt_NuevaContraseñaOne.Text != "") { if (Cerebro.ValidarFormatoContraseña(Txt_NuevaContraseñaOne.Text)) { Lb_ContraseñaOne.Text = "Formato de contraseña valido."; Lb_ContraseñaOne.ForeColor = Color.Green; ContraseñaValida = true; } else { Lb_ContraseñaOne.Text = "Formato de contraseña invalido."; Lb_ContraseñaOne.ForeColor = Color.Red; ContraseñaValida = false; } } else { Lb_ContraseñaOne.Text = ""; Lb_MismaContraseña.Text = ""; } CheckSamePassword(); UnlockButton(); }
private void Awake() { cerebro = new Cerebro(); salidaRed = new float[cantSalidas + cantMemoria]; memoria = new float[cantMemoria]; tick.SetActive(false); //redNeuronal = GetComponent<Red>(); funcionActivacion = new FuncionesActivacion(); gameController = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameController>(); generaCell = gameController.GetComponent <GeneraCell>(); rig = GetComponent <Rigidbody2D>(); spriteRen = GetComponent <SpriteRenderer>(); color = GetComponent <SpriteRenderer>().color; antena1Ren = antena1.GetComponent <SpriteRenderer>(); antena2Ren = antena2.GetComponent <SpriteRenderer>(); antena1Coll = antena1.GetComponent <BoxCollider2D>(); antena2Coll = antena2.GetComponent <BoxCollider2D>(); // la posicion 10 en realidad esta entre 9.5 y 10.5 posTile = new Vector2(Mathf.Round(rig.position.x), Mathf.Round(rig.position.y)); velocidadTiempo = 1; InicializaRed(); IniciarCiclo(); posInicial = new Vector2(posTile.x, posTile.y); SondeoDeLaRed(); ActualizarDiametro(); }
/// ================================================= /// <summary> /// Creates the neural network with the given configuration /// </summary> /// /// <returns></returns> public Cerebro Build() { if (this.inputNeurons <= 0) { throw new System.InvalidOperationException( $"The input neuron count is invalid: {this.inputNeurons}" ); } if (this.layerConfigs.Count == 0) { throw new System.InvalidOperationException("The layer configuration is empty"); } Layer[] layers = new Layer[this.layerConfigs.Count]; int lastNeuronCount = this.inputNeurons; for (int i = 0; i < this.layerConfigs.Count; i++) { LayerConfig config = this.layerConfigs[i]; IActivator activator; switch (config.type) { case LayerType.Sine: activator = new Sine(); break; case LayerType.Tanh: activator = new Tanh(); break; case LayerType.Sigmoid: default: activator = new Sigmoid(); break; } layers[i] = new Layer(lastNeuronCount, config.neuronCount, activator); lastNeuronCount = config.neuronCount; } Cerebro net = new Cerebro(layers); if (this.genome != null) { net.SetGenome(this.genome); } else { net.Initialize(this.weightsBiasAmplitude); } return(net); }
public ClienteCorre() { InitializeComponent(); this.SetBounds(0, 0, this.Width, this.Height); HttpChannel canal = new HttpChannel(); ChannelServices.RegisterChannel(canal, false); InicializarObjetoRemoto(); cerebroJuego = new Cerebro(); hilo = new Thread(new ThreadStart(Pulso)); hilo.Start(); }
public ClienteGolpea() { InitializeComponent(); this.SetBounds((Screen.GetBounds(this).Width / 2) - (this.Width / 2), (Screen.GetBounds(this).Height / 2) - (this.Height / 2), this.Width, this.Height, BoundsSpecified.Location); HttpChannel canal = new HttpChannel(); ChannelServices.RegisterChannel(canal, false); InicializarObjetoRemoto(); cerebroJuego = new Cerebro(); }
public frmClienteGolpea() { InitializeComponent(); // Establece los límites del control en la ubicación y en el tamaño especificados. this.SetBounds((Screen.GetBounds(this).Width / 2) - (this.Width / 2), (Screen.GetBounds(this).Height / 2) - (this.Height / 2), this.Width, this.Height, BoundsSpecified.Location); // Definimos y registramos un canal para la comunicación // Realizamos la configuración del objeto remoto HttpChannel canal = new HttpChannel(); ChannelServices.RegisterChannel(canal, false); InicializarObjetoRemoto(); // Instanciamos un objeto remoto cerebroJuego = new Cerebro(); }
public frmClienteCorre() { InitializeComponent(); // Establece los límites del control en la ubicación y en el tamaño especificados. this.SetBounds(0, 0, this.Width, this.Height); // Definimos y registramos un canal para la comunicación // Realizamos la configuración del objeto remoto HttpChannel canal = new HttpChannel(); ChannelServices.RegisterChannel(canal, false); InicializarObjetoRemoto(); // Instanciamos un objeto remoto cerebroJuego = new Cerebro(); // Instanciamos el hilo que nos permitira manejar el pulso realizado por el jugador hilo = new Thread(new ThreadStart(Pulso)); hilo.Start(); }
// ============================================ void Start() { this.fov = Mathf.Deg2Rad * this.fovInDegrees; /** * x * y * * see1 * wx1 * wy1 * * see1 * wx1 * wy1 * * see1 * wx1 * wy1 * * seeLeft * wx * wy * * seeRight * wx * wy * */ // Move to other place this.brain = Factory.Create() .WithInput(17) .WithLayer(2, LayerType.Tanh) .WithLayer(1, LayerType.Tanh) .Build(); this.body = GetComponent <Rigidbody>(); this.Restart(this.transform.position); this.GenerateLookDirections(); }
private void Txt_Contraseña_KeyUp(object sender, KeyEventArgs e) { if (Txt_Contraseña.Text != "") { ContraseñaValida = Cerebro.ValidarFormatoContraseña(Txt_Contraseña.Text); if (ContraseñaValida) { Lb_Contraseña.Text = "Formato de contraseña valido."; Lb_Contraseña.ForeColor = Color.Green; } else { Lb_Contraseña.Text = "Formato de contraseña invalido."; Lb_Contraseña.ForeColor = Color.Red; } UnlockButton(); } else { Lb_Contraseña.Text = ""; } }
private void Txt_CorreoE_KeyUp(object sender, KeyEventArgs e) { if (Txt_CorreoE.Text != "") { CorreoValido = Cerebro.ValidarFormatoCorreo(Txt_CorreoE.Text); if (CorreoValido) { Lb_Correo.Text = "Formato de correo valido."; Lb_Correo.ForeColor = Color.Green; } else { Lb_Correo.Text = "Formato de correo invalido."; Lb_Correo.ForeColor = Color.Red; } UnlockButton(); } else { Lb_Correo.Text = ""; } }
private void Txt_NuevoCorreo_KeyUp(object sender, KeyEventArgs e) { if (Txt_NuevoCorreo.Text != "") { if (Cerebro.ValidarFormatoCorreo(Txt_NuevoCorreo.Text)) { Lb_Correo.Text = "Formato de correo valido."; Lb_Correo.ForeColor = Color.Green; CorreoValido = true; } else { Lb_Correo.Text = "Formato de correo invalido."; Lb_Correo.ForeColor = Color.Red; CorreoValido = false; } } else { Lb_Correo.Text = ""; } UnlockButton(); }
public Direcao ObterAcao() { List <double> entradas = new List <double>(); foreach (var sensor in this.Sensores) { entradas.Add(Convert.ToDouble(sensor.VerSaida)); entradas.Add(Convert.ToDouble(sensor.Parede)); entradas.Add(Convert.ToDouble(sensor.JaPassou)); } Cerebro.AdicionarValoresParaEntradas(entradas.ToArray()); Cerebro.FuncionarRede(); var resultado = Cerebro.ObterResultado(); var maior = resultado.Max(); var index = resultado.IndexOf(maior); var direcao = (Direcao)index; if (direcao == Direcao.CtrlZ) { direcao = ObterDirecaoCtrlZ(); } else { PonteiroVolta = -1; } Historico.Add(PontoReferencia); switch (direcao) { case Direcao.Esquerda: PontoReferencia = new Point(PontoReferencia.X - 1, PontoReferencia.Y); break; case Direcao.Cima: PontoReferencia = new Point(PontoReferencia.X, PontoReferencia.Y - 1); break; case Direcao.Direita: PontoReferencia = new Point(PontoReferencia.X + 1, PontoReferencia.Y); break; case Direcao.Baixo: PontoReferencia = new Point(PontoReferencia.X, PontoReferencia.Y + 1); break; default: break; } /*if (direcao == Direcao.Esquerda && Sensores[0].Parede) * throw new Exception("Fuuuu!!"); * * if (direcao == Direcao.Cima && Sensores[1].Parede) * throw new Exception("Fuuuu!!"); * * if (direcao == Direcao.Direita && Sensores[2].Parede) * throw new Exception("Fuuuu!!"); * * if (direcao == Direcao.Baixo && Sensores[3].Parede) * throw new Exception("Fuuuu!!");*/ return(direcao); }
// ======================================= void Awake() { // Sensor data /** * x * y * health_percent * Can shoot * forward_x * forward_y * * eye_active * eye_x * eye_y * . * . drive by eyeCount * . * hit_from_active * hit_from_x * hit_from_y */ this.eyes = new Vector3[this.eyeCount]; this.sensorBuffer = new NameIndexedBuffer(); this.sensorBuffer.AddIndex("time", 1); this.sensorBuffer.AddIndex("position", 2); this.sensorBuffer.AddIndex("health", 1); this.sensorBuffer.AddIndex("shoot_time", 1); this.sensorBuffer.AddIndex("forward", 2); for (int i = 0; i < this.eyeCount; i++) { this.sensorBuffer.AddIndex($"eye_{i}", 3); } this.sensorBuffer.AddIndex("hit_from", 3); // Reaction data /** * forward * backwards * turn left * turn right * shoot */ this.reaction = new float[5]; this.brain = BrainFactory.Create() .WithInput(this.sensorBuffer.size) .WithLayer(16, LayerType.Tanh) .WithLayer(8, LayerType.Tanh) .WithLayer(this.reaction.Length, LayerType.Sigmoid) .WithWeightBiasAmplitude(10f) .Build(); this.physics = GetComponent <Rigidbody>(); this.positionRecorder = GetComponent <PositionRecorder>(); this.lookToFriend = new FloatRecorder(); this.lookToFoe = new FloatRecorder(); }