I'm transfering the direction in a few different ways, to let it choose for itself what's best for it.
About the radius segments, you mean that my inputs should be something like that?
My problem with this method, is that it'd ignore the player and the enemy's direction and speed.
And also you say I should go back to neat, and not using cppn?
Btw, My fitness scoring works like so:Every evaluation I give him 9 static targets with different angles(all with same distance) and make average of their scoring.
- Against each target, he starts his scoring with 1000 scores,
- If he dies he'll loose 200 scores.
- If he touch his opponent, he gets 10 scores.
- If he kills him, he gets 150 scores and additional bonus score on how fast he did it.
- Every 0.1 seconds he gets rewarded about how close he got to the opponent relative to the previous time, if he got closer he gets 0.1 score, otherwise he looses 0.1 score.
I've also tried now that every frame the closer he gets, the more points he get relative to the distance he had on the beggining(Fitness += startDistance-currentDistance),
Which gave much better results with only 79 generations. For some angles, it even kills him. but it's not good enough yet.(it has 31 connections, 3 hidden units)
On 28 December 2016 at 14:11, bog tom <bog...@gmail.com> wrote:
His brain structure seems a little clumsy, but it works well for all angles somehow. (I think there is maybe one angle in generation 20 that worked a little worse than the rest, but it got fixed after some later generations).