public void mixWeights(AnimalBrain parent, float chance)    //jaka jest szansa na zmiane genow
 {
     for (int i = 0; i < hiddenLayerSize; i++)
     {
         if (roll(chance))
         {
             hiddenLayerBias[i] = parent.hiddenLayerBias[i];
         }
         if (roll(chance))
         {
             secondHiddenLayerBias[i] = parent.secondHiddenLayerBias[i];
         }
         for (int j = 0; j < hiddenLayerSize; j++)
         {
             if (roll(chance))
             {
                 hiddenLayerSynapsesWeights[i, j] = parent.hiddenLayerSynapsesWeights[i, j];
             }
         }
         for (int j = 0; j < input.Length; j++)
         {
             if (roll(chance))
             {
                 inputSynapsesWeights[i, j] = parent.inputSynapsesWeights[i, j];
             }
         }
         for (int j = 0; j < output.Length; j++)
         {
             if (roll(chance))
             {
                 outputSynapsesWeights[i, j] = parent.outputSynapsesWeights[i, j];
             }
         }
     }
 }
 public void DeepCopyFrom(AnimalBrain source)
 {
     // inputSynapsesWeights = source.inputSynapsesWeights.Clone() as float[,];
     // outputSynapsesWeights = source.outputSynapsesWeights.Clone() as float[,];
     // hiddenLayerSynapsesWeights = source.hiddenLayerSynapsesWeights.Clone() as float[,];
     // secondHiddenLayerBias = source.secondHiddenLayerBias.Clone() as float[];
     // hiddenLayerBias = source.hiddenLayerBias.Clone() as float[];
     inputSynapsesWeights.CopyFrom(source.inputSynapsesWeights);
     outputSynapsesWeights.CopyFrom(source.outputSynapsesWeights);
     secondHiddenLayerBias.CopyFrom(source.secondHiddenLayerBias);
     hiddenLayerSynapsesWeights.CopyFrom(source.hiddenLayerSynapsesWeights);
     hiddenLayerBias.CopyFrom(source.hiddenLayerBias);
 }
    public void InitializeMe()
    {
        sensory = gameObject.GetComponent<AnimalSensory>();
        body = gameObject.GetComponent<AnimalBody>();
        brain = gameObject.GetComponent<AnimalBrain>();
        stateMachine = gameObject.GetComponent<AnimalStateMachine>();
        possesor = GameObject.FindGameObjectWithTag("Player").GetComponent<PhantomController>();
        moveSpeed = body.moveSpeed;
        isInitialized = true;

        if(stateMachine.myType == AnimalType.prairieDog)
            jumpController = gameObject.GetComponent<JumpController>();
    }
    public AnimalData Mate()
    {
        //krzyzowanie polega na "konkursie" wynialajacym dwoch rodzicow na jednego osobnika potomnego
        //osobniki o wiekszym fitness maja wieksza szanse na zostanie wybranym do krzyzowania
        //losowana jest wartosc pomiedzy minimalna wartoscia z fitness list a maksymalna wartoscia z fitness list
        //losowany index osobnika dopoki wylosowana wczesniej wartosc nie jest mniejsza od wartosci fitness danego indexu
        //losowani dwaj rodzice, rozmnazanie jak wczesniej
        float      crossoverPower = 0.5f;
        AnimalData childData      = new AnimalData();
        int        parent1Index   = ChooseParent();
        float      parent1MGene   = _currentGeneration[parent1Index].animalData.mGene;

        childData.mGene = parent1MGene;
        int   parent2Index = ChooseParent();
        float chance;
        int   currentIteration = 0;

        while (true)
        {
            parent2Index = ChooseParent();
            float parent2MGene = _currentGeneration[parent2Index].animalData.mGene; //jeden z rodzicow przekazuje mGene
            currentIteration++;
            if (parent1MGene != parent2MGene)                                       //jesli to ten sam index to taki sam mGene, dlatego nie trzeba tego sprawdzac
            {
                break;
            }
            else if (currentIteration >= _matingMaxIterations)
            {
                if (parent1Index != parent2Index)
                {
                    break;
                }
            }
        }
        AnimalBrain childBrain = new AnimalBrain();

        childBrain.DeepCopyFrom(_currentGeneration[parent1Index].animalData.animalBrain);
        childData.partsMass               = MixDictionaries <float>(_currentGeneration[parent1Index].animalData.partsMass, _currentGeneration[parent2Index].animalData.partsMass, crossoverPower);
        childData.partsScaleMultiplier    = MixDictionaries <System.Numerics.Vector3>(_currentGeneration[parent1Index].animalData.partsScaleMultiplier, _currentGeneration[parent2Index].animalData.partsScaleMultiplier, crossoverPower);
        childData.targetJointsVelocity    = MixDictionaries <System.Numerics.Vector3>(_currentGeneration[parent1Index].animalData.targetJointsVelocity, _currentGeneration[parent2Index].animalData.targetJointsVelocity, crossoverPower);
        childData.limbsPositionMultiplier = MixDictionaries <System.Numerics.Vector3>(_currentGeneration[parent1Index].animalData.limbsPositionMultiplier, _currentGeneration[parent2Index].animalData.limbsPositionMultiplier, crossoverPower);
        childBrain.mixWeights(_currentGeneration[parent2Index].animalData.animalBrain, crossoverPower);
        float mutationRate;
        float physicalMutationRate;

        if (_ifAdaptive)
        {
            physicalMutationRate = childData.physicalMutationRate;
            mutationRate         = childData.weightsMutationRate;
        }
        else
        {
            physicalMutationRate = _globalPhyscialMutationRate;
            mutationRate         = _globalMutationRate;
        }
        for (int i = 0; i < _numberOfWeightsMutations; i++)
        {
            chance = Random.Range(0.0f, 1.0f);
            if (chance < mutationRate) //obsluga mutacji - mutacja obejmuje zmiane indexu genu z losowym innym genem
            {
                childBrain.MutateWeights();
            }
        }
        chance = Random.Range(0.0f, 1.0f);  //szanse na mutacje wag i mutacje fizycznych wlasciwosci sa inne
        if (chance < physicalMutationRate)
        {
            childData.MutateData();
        }
        childData.animalBrain = childBrain;
        return(childData);
    }
Exemplo n.º 5
0
 void Start()
 {
     brain = gameObject.GetComponent<AnimalBrain>();
     sensory = gameObject.GetComponent<AnimalSensory>();
 }