예제 #1
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        /// <summary>
        /// Constructs a NEAT client with the given pedigree, number of organisms, evaluation function, and every constant.
        /// </summary>
        /// <param name="pedigree">The pedigree used to track all genes in this NEAT client.</param>
        /// <param name="numOrganisms">The total number of organisms this NEAT client will train.</param>
        /// <param name="evaluateFunction">The function to evaluate organisms' neural networks and give them a fitness score.</param>
        /// <param name="compatibility_distance">The initial compatibility distance.</param>
        /// <param name="CD_function">The function to adjust the compatibility distance by. Good options are the <see cref="NEAT.NEATClient.NERO_CD_Function(int)"/> and the
        /// <see cref="NEAT.NEATClient.Constant_CD_Function(int)"/></param>
        /// <param name="surviving_percentage">The percentage of organisms that will survive on <see cref="NEAT.NEATClient.Kill"/>.</param>
        public NEATClient(Pedigree pedigree, int numOrganisms, EvaluateFunction evaluateFunction, double compatibility_distance, CompatibilityDistanceFunction CD_function,
                          double surviving_percentage)
        {
            #region Internal Setters

            Pedigree = pedigree;

            NumOrganisms = numOrganisms;


            Organisms = new List <Organism>(numOrganisms);

            Species = new HashSet <Species>();


            this.evaluateFunction = evaluateFunction;


            CompatibilityDistance = compatibility_distance;

            this.CD_function = CD_function;


            SurvivingPercentage = surviving_percentage;

            #endregion Internal Setters


            #region Initial Conditions

            //Create organisms:
            for (int i = 0; i < NumOrganisms; ++i)
            {
                Organisms.Add(new Organism(Pedigree.CreateGenome()));
            }


            //Create Species:
            Species first_species = new Species();

            Species.Add(first_species);

            first_species.AddOrganism(Organisms[0]);    //Prepares first species to house every organism.


            Speciate();

            #endregion Initial Conditions
        }
예제 #2
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        /// <summary>
        /// Reproduces the surviving species based on their fitness scores. Chooses the organisms in the species to mate based on fitness scores as well. Replaces the previous generation
        /// with the newly created organisms. Removes extinct species if necessary. Adjusts compatibility distance after replacement.
        /// See <see cref="NEAT.NEATClient.Evolve"/> before using!
        /// </summary>
        /// <remarks>
        /// Decides the amount of offspring (nk) each species (k) should be allotted via the following equation:
        /// <para/>
        /// nk = P * (Fk / Ft)
        /// <para/>
        /// Where:
        /// <list type="bullet">
        /// <item>k: The species.</item>
        /// <item>nk: The number of new organisms for species k in the next generation.</item>
        /// <item>P: The desired new population count.</item>
        /// <item>Fk: The average fitness score of the species.</item>
        /// <item>Ft: The sum of all fitness score averages of every species.</item>
        /// </list>
        /// </remarks>
        public void ReproduceAndReplace()
        {
            double total_speciesFitness = Species.Sum(x => x.AverageFitnessScore);


            Dictionary <Species, ReproduceAndReplace_Node> stored_distributionsSpecies = new Dictionary <Species, ReproduceAndReplace_Node>(Species.Count);


            List <Organism> next_generation = new List <Organism>(NumOrganisms);  //All of the new organisms.

            HashSet <Species> next_species = new HashSet <Species>(Species.Count);


            #region Reproduction

            foreach (Species species in Species)
            {
                //Calculate the number of organisms every species will have:
                int num_alloted_offspring = (int)(NumOrganisms * (species.AverageFitnessScore / total_speciesFitness));


                //Prepare new species for placement:
                Species creation_species = new Species();

                next_species.Add(creation_species);


                //Prepare ScoredDistribution for selecting organisms to mate:
                ScoredDistribution <Organism> internal_organisms = new ScoredDistribution <Organism>(species.Size, Pedigree.Random);

                foreach (Organism organism in species)
                {
                    internal_organisms.Add(organism, organism.FitnessScore);
                }

                stored_distributionsSpecies.Add(species, new ReproduceAndReplace_Node(internal_organisms, creation_species));


                //Actaully mate the organisms:
                for (int i = 0; i < num_alloted_offspring; ++i)
                {
                    Organism random_organism_1 = internal_organisms.ChooseValue();

                    Organism random_organism_2 = internal_organisms.ChooseValue(random_organism_1); //We don't want any self-replication...

                    if (random_organism_2 == null)
                    {
                        random_organism_2 = random_organism_1;  //Unless that's the only option ;) Only happens when the organism is the only one in the species.
                    }


                    Organism baby = new Organism(random_organism_1.Genome.Crossover(random_organism_1.FitnessScore, random_organism_2.Genome, random_organism_2.FitnessScore,
                                                                                    Pedigree.Random));

                    next_generation.Add(baby);

                    creation_species.AddOrganism(baby);
                }
            }


            while (next_generation.Count < NumOrganisms)   //We need more organisms, give it to some random species. Super rare that this doesn't happen.
            {
                ReproduceAndReplace_Node chosen_last_node = stored_distributionsSpecies[Species.RandomValue(Pedigree.Random)];


                ScoredDistribution <Organism> last_round_distribution = chosen_last_node.scoredDistribution_organisms;

                Species last_round_species = chosen_last_node.new_species;


                Organism random_organism_1 = last_round_distribution.ChooseValue();

                Organism random_organism_2 = last_round_distribution.ChooseValue(random_organism_1); //We don't want any self-replication...

                if (random_organism_2 == null)
                {
                    random_organism_2 = random_organism_1;  //Unless that's the only option ;) Only happens when the organism is the only one in the species.
                }


                Organism baby = new Organism(random_organism_1.Genome.Crossover(random_organism_1.FitnessScore, random_organism_2.Genome, random_organism_2.FitnessScore,
                                                                                Pedigree.Random));

                next_generation.Add(baby);

                last_round_species.AddOrganism(baby);
            }

            #endregion Reproduction


            #region Replacement

            //Organisms:
            Organisms.Clear();

            Organisms.AddRange(next_generation);


            //Species:
            Species.Clear();

            foreach (Species species in next_species)
            {
                Species.Add(species);
            }

            #endregion Replacement


            RemoveExtinctions();


            CompatibilityDistance += CD_function.Invoke(Species.Count);
        }
예제 #3
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        /// <summary>
        /// Separates the current organisms into the correct species. Makes new species and deletes extinct species as needed. See <see cref="NEAT.NEATClient.Evolve"/> before using!
        /// </summary>
        public void Speciate()
        {
            foreach (Organism organism in Organisms)
            {
                bool found_species = false;

                foreach (Species species in Species)
                {
                    Organism random_organism = species.GetRandomOrganism(Pedigree.Random, organism);


                    if (random_organism == null)    //The organism we're at is the only organism in the species we're at. See if we should leave it in this species.
                    {
                        bool kill_species = false;

                        IEnumerable <Species> all_other_species = Species.Where(x => x != species);

                        foreach (Species other_species in all_other_species)
                        {
                            Organism other_random_organism = other_species.GetRandomOrganism(Pedigree.Random);  //No need to exclude the organism because it can't be here.

                            if (organism.Genome.Distance(other_random_organism.Genome) < CompatibilityDistance) //The organism can fit in another species, put it there.
                            {
                                organism.Species.RemoveOrganism(organism);

                                other_species.AddOrganism(organism);


                                kill_species = true;
                                break;
                            }
                        }


                        if (kill_species)   //This species no longer has any organisms, it is now extinct.
                        {
                            Species.Remove(species);
                        }


                        found_species = true;
                        break;
                    }


                    if (organism.Genome.Distance(random_organism.Genome) < CompatibilityDistance)
                    {
                        if (organism.Species != random_organism.Species)    //If the species to set is actually different.
                        {
                            Species original_species = organism.Species;


                            original_species?.RemoveOrganism(organism);

                            species.AddOrganism(organism);


                            if (original_species?.Size == 0) //This species just went extinct.
                            {
                                Species.Remove(original_species);
                            }
                        }

                        found_species = true;
                        break;
                    }
                }

                if (!found_species)
                {
                    Species original_species = organism.Species;


                    original_species?.RemoveOrganism(organism);


                    Species new_species = new Species();

                    Species.Add(new_species);

                    new_species.AddOrganism(organism);


                    if (original_species?.Size == 0) //This species just went extinct.
                    {
                        Species.Remove(original_species);
                    }
                }
            }
        }