public static INetwork Train(this INetwork network, TrainingConfig config, IEnumerable <DataItem> dataset) { var trainer = new Trainer(network, config); trainer.Train(dataset); return(network); }
public void PerformTrainingTest() { var config = new TrainingConfig { Epochs = 5 }; var source = new TextDataSource(config, @"..\..\..\..\Resources\Data\tinyshakespeare.txt"); var model = new ModelTrainer().PerformTraining(config, source); model.Save(@"..\..\..\..\Resources\Model\shakespeare_epoch5.dnn"); }
public void LoadConfig() { AnnouncementConfigData = new AnnouncementConfig(); BadgeAttrConfigData = new BadgeAttrConfig(); ConstStringConfigData = new ConstStringConfig(); CommonConfig = new CommonConfig(); AttrNameConfigData = new AttrNameConfig(); RoleBaseConfigData2 = new BaseDataConfig2(); AttrDataConfigData = new AttrDataConfig(); TeamLevelConfigData = new TeamLevelConfig(); RoleLevelConfigData = new RoleLevelConfig(); NPCConfigData = new NPCDataConfig(); SkillConfig = new SkillConfig(); GoodsConfigData = new GoodsConfig(); StoreGoodsConfigData = new StoreGoodsConfig(); BaseDataBuyConfigData = new BaseDataBuyConfig(); TaskConfigData = new TaskDataConfig(); AwardPackConfigData = new AwardPackDataConfig(); PractiseConfig = new PractiseConfig(); PracticePveConfig = new PracticePveConfig(); PractiseStepConfig = new PractiseStepConfig(); GameModeConfig = new GameModeConfig(); TrainingConfig = new TrainingConfig(); TattooConfig = new TattooConfig(); EquipmentConfigData = new EquipmentConfig(); TourConfig = new TourConfig(); GuideConfig = new GuideConfig(); FunctionConditionConfig = new FunctionConditionConfig(); RoleShapeConfig = new RoleShapeConfig(); FashionConfig = new FashionConfig(); FashionShopConfig = new FashionShopConfig(); VipPrivilegeConfig = new VipPrivilegeConfig(); pushConfig = new PushConfig(); presentHpConfigData = new PresentHpConfig(); LotteryConfig = new LotteryConfig(); starAttrConfig = new StarAttrConfig(); qualityAttrCorConfig = new QualityAttrCorConfig(); skillUpConfig = new SkillUpConfig(); RankConfig = new RankConfig(); signConfig = new SignConfig(); NewComerSignConfig = new NewComerSignConfig(); FightingCapacityConfig = new FightingCapacityConfig(); BodyInfoListConfig = new BodyInfoListConfig(); BadgeSlotsConfig = new BadgeSlotConfig(); GoodsComposeNewConfigData = new GoodsComposeNewConfig(); SceneConfig = new SceneConfig(); ReboundAttrConfigData = new ReboundAttrConfig(); CareerConfigData = new CareerConfig(); PotientialEffectConfig = new PotientialEffectConfig(); PVPPointConfig = new PVPPointConfig(); WinningStreakAwardConfig = new WinningStreakAwardConfig(); ArticleStrengthConfig = new ArticleStrengthConfig(); PhRegainConfig = new PhRegainConfig(); MatchAchievementConfig = new MatchAchievementConfig(); SpecialActionConfig = new SpecialActionConfig(); StealConfig = new StealConfig(); CurveRateConfig = new CurveRateConfig(); DunkRateConfig = new DunkRateConfig(); AIConfig = new AIConfig(); AttrReduceConfig = new AttrReduceConfig(); qualifyingConfig = new QualifyingConfig(); qualifyingNewConfig = new QualifyingNewConfig(); qualifyingNewerConfig = new QualifyingNewerConfig(); bullFightConfig = new BullFightConfig(); HedgingConfig = new HedgingConfig(); roleGiftConfig = new RoleGiftConfig(); DebugConfig = new DebugConfig(); shootGameConfig = new ShootGameConfig(); MapConfig = new MapConfig(); activityConfig = new ActivityConfig(); trialConfig = new TrialConfig(); gameMatchConfig = new GameMatchConfig(); shootSolutionManager = new ShootSolutionManager(); talentConfig = new TalentConfig(); ladderConfig = new LadderConfig(); matchSoundConfig = new MatchSoundConfig(); matchMsgConfig = new MatchMsgConfig(); MatchPointsConfig = new MatchPointsConfig(); AnimationSampleManager.Instance.LoadXml(); }
public PatternMatching(int x, int y, int output) { InitializeComponent(); ProgressBegin(); pm = new Grid2DControler(x, y, output); BasicConfig bc = pm.BasicConfiguration; TrainingConfig tc = pm.TrainingConfiguration; Grid2DConfig gc = new Grid2DConfig(bc.Node); bc.ActivationType.Value = EActivationType.Symmetric; bc.BiasNeuronEnable.Value = true; bc.BiasNeuronOutput.Value = 0.9d; bc.DeadNeuronDecayEnabled.Value = false; bc.FlatspotEliminationEnable.Value = true; bc.FlatspotElimination.Value = 0.05d; bc.InitialSymmetryBreaking.Value = 0.2d; bc.LearningRate.Value = 0.3d; bc.ManhattanTrainingEnable.Value = false; bc.MomentumTermEnable.Value = false; bc.SymmetryPreventionEnable.Value = true; bc.SymmetryPrevention.Value = 0.05d; bc.WeightDecayEnable.Value = true; bc.WeightDecay.Value = 0.01d; bc.LowInput.Value = -3d; bc.HighInput.Value = 3d; bc.LowOutput.Value = -0.95d; bc.HighOutput.Value = 0.95d; tc.AutoTrainingAttempts.Value = 1; tc.AutoTrainingEpochs.Value = 400; tc.AutoTrainingPercentSuccessful.Value = 1.0d; tc.ShuffleEnable.Value = true; // make it more robust for noise tc.ShuffleNoiseSigma.Value = 0.2d; tc.ShuffleSwapProbability.Value = 0.2d; // 0.2 = every 5ht pixel is swapped (20% probability) !! gc.All2AllEnable.Value = false; gc.HorizontalLinesEnable.Value = true; gc.VerticalLinesEnable.Value = true; gc.RingsEnable.Value = true; gc.LittleSquaresEnable.Value = true; pm.BuildNetwork(true); //pm.NetworkTrainer = new SimpleTrainer(); //pm.NetworkTrainer = new OpenloopTrainer(); //pm.NetworkTrainer = new ConditionalTrainer(); pm.NetworkTrainer = new FeedbackTrainer(); ProgressStatus(50); pm.Patterns.PatternAdded += pm_OnNewPatternAdded; pm.PatternSelectionChanged += pm_OnPatternSelectionChanged; pm.InputChanged += pm_OnInputChanged; pm.NetworkRebuilt += pm_OnNetworkRebuilt; outputStat.Init(pm); inputGrid.Init(pm); inputGrid.OnGridChanged += inputGrid_OnGridChanged; ProgressEnd(); }