Artificial Inteligence in ComputerCraft - NeuralNetworks
#61
Posted 15 October 2015 - 01:34 PM
#62
Posted 16 October 2015 - 04:44 AM
#63
Posted 16 October 2015 - 08:18 PM
Creator, on 16 October 2015 - 04:44 AM, said:
Probably some hater that wants to undermine you or is scared of mine craft computers killing him in his sleep.
I only see good applications in this as it saves people from doing any work seeing how lazy we are
Anyway wasn't me, I gave you a yes for both.
#64
Posted 16 October 2015 - 08:54 PM
burnin_aura, on 16 October 2015 - 08:18 PM, said:
Creator, on 16 October 2015 - 04:44 AM, said:
Probably some hater that wants to undermine you or is scared of mine craft computers killing him in his sleep.
I only see good applications in this as it saves people from doing any work seeing how lazy we are
Anyway wasn't me, I gave you a yes for both.
Well, actually I was not afraid of some hater. I was rather curious if someone found something that could have been improved.
Anyways, thanks for the support.
#65
Posted 17 October 2015 - 04:53 PM
#66
Posted 18 October 2015 - 05:13 AM
EDIT: No, Im not asking to be spoon-fed code, I just don't understand how this works and my current code just starts the output at 0.8 and slowly evens out to 1.0
Edited by justync7, 18 October 2015 - 05:18 AM.
#67
Posted 18 October 2015 - 07:34 AM
#68
Posted 18 October 2015 - 08:04 AM
Bomb Bloke, on 18 October 2015 - 07:34 AM, said:
#69
Posted 18 October 2015 - 08:32 AM
justync7, on 18 October 2015 - 08:04 AM, said:
Bomb Bloke, on 18 October 2015 - 07:34 AM, said:
You can use binary.
By the way, you would need to train it at least a thousand time to make the output increase with a unit.
#70
Posted 24 October 2015 - 03:00 PM
#71
Posted 24 October 2015 - 11:09 PM
That way, you'll be able to "validate" every game - you also won't be feeding it "bad" data from games which it technically won, but should have lost (that is to say, cases where the opponent lets it win).
#72
Posted 24 October 2015 - 11:11 PM
#73
Posted 24 October 2015 - 11:16 PM
The "perfect" AI should play a fair few games against an AI that plays randomly. The idea is that the Network should be taught the best move for every possible board layout - if you pit the perfect AI against itself, the Network will never learn how to win!
Fortunately, what's "possible" will be limited somewhat by the perfect AI forcing the other player into a corner within a few moves.
#74
Posted 25 October 2015 - 01:01 PM
http://soumith.ch/eyescream/
Do you think it would be possible to port that to CC? XD
#75
Posted 25 October 2015 - 01:16 PM
#76
Posted 03 November 2015 - 09:35 PM
Edited by Lupus590, 03 November 2015 - 09:35 PM.
#77
Posted 03 November 2015 - 10:25 PM
#78
Posted 09 November 2015 - 01:38 PM
Is this applicable to a turtle for AI Mining, sorry for the questions level of stupidity i am just now trying to get started in AI code and applications,
EDIT: NVMD didn't completely read entire forum page, someone already asked. i derped my bad
Edited by Rougeminner, 09 November 2015 - 02:08 PM.
#79
Posted 09 November 2015 - 02:34 PM
#80
Posted 09 November 2015 - 11:06 PM
Creator, on 09 November 2015 - 02:34 PM, said:
Ores aren't too randomly spread. There are certain possibilities for n-sized clusters to appear n-times per chunk. You could look that stuff up in the MC source.
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