private IEnumerator CreatePopulation() { AICreatesInitialPopulationTurn = false; GameObject IndividualCompositionSet = Instantiate(Individual, this.transform.position, this.transform.rotation); IndividualCompositionSet.GetComponent <BrainGA>().Init(); BrainGA b = IndividualCompositionSet.GetComponent <BrainGA>(); b.MoveComposition(); counterForPopulation++; // COUNTER yield return(new WaitForSeconds(secondToWaitForPopGeneration)); openCVmanager.CallForOpenCVCalculationUpdates(); // to update the score pixels balance of opencv.. gameManagerNotOpenCV.CallTOCalculateNOTOpenCVScores(); //inferenceScoreFeatures.CallTOCalculateFeaturesAllScores(); //inferenceNNfomDATABASE.CallTOCalculateNNFrontTopcore(); //inferenceCompositionML.CallTOCalculateMobileNetScore(); //inferenceFinalOut.CallTOCalculateFinalOutScore(); barracudaCNNModel.CallTOCalculateBarracudaCNNScore(); barracudaNNfromDatabase.CallTOCalculateBarracudaNNFrontTopcore(); barracudaOpenCvFeature.BarracudaCallTOCalculateOpencvFeaturesScore(); barracudaFinalOut.BarracudaCallTOCalculateFinalOutScore(); IndividualCompositionSet.GetComponent <BrainGA>().CalculateTotalScore(); /// this is where the score is updated population.Add(IndividualCompositionSet); if (counterForPopulation < populationSize) { AICreatesInitialPopulationTurn = true; GenerateNewPopulatoinOffsprings_trigger = false; } else { AICreatesInitialPopulationTurn = false; // STOP FIRST INITIAL POPULATION GenerateNewPopulatoinOffsprings_trigger = true; // START NEW BREEDING to produce offsprings } }
public void OnFingerUp(LeanFinger finger) { //Debug.Log("Finger " + finger.Index + " finished touching the screen"); openCVManager.CallForOpenCVCalculationUpdates(); gameManagerNotOpenCV.CallTOCalculateNOTOpenCVScores(); barracudaCNNModel.CallTOCalculateBarracudaCNNScore(); barracudaNNfromDatabase.CallTOCalculateBarracudaNNFrontTopcore(); barracudaOpenCvFeature.BarracudaCallTOCalculateOpencvFeaturesScore(); barracudaFinalOut.BarracudaCallTOCalculateFinalOutScore(); }