crossover, mutation
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@ -291,6 +291,7 @@ dependencies = [
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"num-rational",
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"num-traits",
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"rand",
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"rand_distr",
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"simba",
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"typenum",
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]
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@ -7,6 +7,6 @@ edition = "2021"
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[dependencies]
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macroquad = "0.3.24"
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nalgebra = { version = "0.31.1", features = ["rand-no-std"] }
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nalgebra = { version = "0.31.1", features = ["rand-no-std", "rand"] }
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rand = "0.8.5"
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rand_distr = "0.4.3"
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@ -1,7 +1,6 @@
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mod asteroids;
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mod nn;
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mod player;
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mod utils;
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mod world;
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use macroquad::prelude::*;
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@ -17,8 +16,11 @@ async fn main() {
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};
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set_camera(&cam);
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let mut world = World::new();
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let nn = NN::new(vec![2, 3, 3]);
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println!("{:?}", nn.feed_forward(vec![2., 3.]));
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let mut nn = NN::new(vec![1, 2, 1]);
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println!("{} {}", nn.weights[0], nn.weights[1]);
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nn.mutation();
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println!("{} {}", nn.weights[0], nn.weights[1]);
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loop {
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// clear_background(BLACK);
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// if !world.over {
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31
src/nn.rs
31
src/nn.rs
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@ -1,7 +1,9 @@
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use nalgebra::*;
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use r::Rng;
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use rand_distr::StandardNormal;
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extern crate rand as r;
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#[derive(PartialEq, Debug, Clone, Copy)]
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enum ActivationFunc {
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Sigmoid,
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Tanh,
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@ -9,8 +11,9 @@ enum ActivationFunc {
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}
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pub struct NN {
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config: Vec<usize>,
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weights: Vec<DMatrix<f32>>,
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pub weights: Vec<DMatrix<f32>>,
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activ_func: ActivationFunc,
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mut_rate: f32,
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}
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impl NN {
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@ -36,6 +39,32 @@ impl NN {
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.collect(),
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activ_func: ActivationFunc::ReLU,
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mut_rate: 0.05,
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}
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}
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pub fn crossover(a: &NN, b: &NN) -> Self {
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assert_eq!(a.config, b.config, "NN configs not same.");
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Self {
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config: a.config.to_owned(),
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activ_func: a.activ_func,
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mut_rate: a.mut_rate,
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weights: a
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.weights
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.iter()
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.zip(b.weights.iter())
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.map(|(m1, m2)| m1.zip_map(m2, |ele1, ele2| if r::random() { ele1 } else { ele2 }))
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.collect(),
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}
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}
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pub fn mutation(&mut self) {
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for weight in &mut self.weights {
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for ele in weight {
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if r::random() {
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*ele = r::thread_rng().sample::<f32, StandardNormal>(StandardNormal) * 0.05;
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}
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}
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}
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}
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30
src/utils.rs
30
src/utils.rs
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@ -1,30 +0,0 @@
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use macroquad::prelude::*;
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pub fn rotate_vec(vec: Vec2, angle: f32) -> Vec2 {
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vec2(angle.cos(), angle.sin()).rotate(vec)
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}
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pub fn draw_polygon(x: f32, y: f32, points: Vec<Vec2>, color: Color) {
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let points_length = points.len();
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let mut vertices = Vec::with_capacity(points_length as usize + 2);
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let mut indices = Vec::<u16>::with_capacity(points_length as usize * 3);
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for (i, point) in points.iter().enumerate() {
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let vertex = macroquad::models::Vertex {
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position: Vec3::new(x + point.x, y + point.y, 0.0),
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uv: Vec2::default(),
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color,
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};
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vertices.push(vertex);
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indices.extend_from_slice(&[0, i as u16 + 1, i as u16 + 2]);
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}
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let mesh = Mesh {
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vertices,
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indices,
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texture: None,
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};
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draw_mesh(&mesh);
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}
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