// Use this for initialization void Start() { //create actual curve visualization CurvePoints = new GameObject[numPoints]; for (int i = 0; i < CurvePoints.Length; i++) { CurvePoints[i] = Instantiate(curvePrefab); } updateCurvePoints(); testInputSets = new double[numTestPoints, 1]; testOutputSets = new double[numTestPoints, 1]; for (int i = 0; i < numTestPoints; i++) { testInputSets[i, 0] = testMin + i * (testMax - testMin) / numTestPoints; testOutputSets[i, 0] = CurveToFitGA.Function(testInputSets[i, 0]); } net = new NeuralNet(1, 1, numHiddenLayers, hiddenLayerSize, testInputSets, testOutputSets);//create net with test sets filled //create visualization of the net points NetPoints = new GameObject[numPoints]; for (int i = 0; i < NetPoints.Length; i++) { NetPoints[i] = Instantiate(netPrefab); } updateNetPoints(net); VNet.net = net; VNet.Initialize(); ga = new GeneticAlgorithm(net, populationSize, numParents, environmentalPressure, eliteFraction, numCrossoverPoints, mutationChance, tournamentSize); }
void updateCurvePoints() { for (int i = 0; i < CurvePoints.Length; i++) { double x = min + i * ((max - min) / numPoints); double y = CurveToFitGA.Function(x); CurvePoints[i].GetComponent <Transform>().position = new Vector3((float)(coordinateScale * x), (float)(coordinateScale * (float)y), 0); } }