Author Topic: Application of artificial intelligence technology and GLBasic.  (Read 2194 times)

Offline Maxheadroom

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Neural Networking for GLBasic:

this was part of some University report i had to do there are some bugs but on the whole it works.
Many game companies use forms of artificial intelligence to enhance their decision making process, whether this is for Robots fighting or huge enemy force moving across the battle field. There are a large number of different types of artificial systems. However, this report only covers neural networking, I have reduced the maths in this report to a minimum to help understand the basics and not to take a math’s lesson.

also contains the sorce code in the rar file:

Contents of the report
1.0 Executive summary.
2.0 Artificial neural networks explained.
2.1 What are they?   
2.2 How do they work?
2.2.1 The basic building block of the software neuron.
2.3 Artificial neural network architecture.   
2.3.1 How do they work?   
2.3.2 How do they learn?   
3.0 Example included.   
3.1 Artificial neural network main program.   
3.1.1 Smart Objectives   
3.1.2 Data Sets   
3.2 Training steps   
3.3 Steps in testing the artificial neural network.   
4.0 Bibliography   
Appendix  A (Main Artificial neural network program).   
Appendix B (Main Artificial neural network batch processing program).   




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Offline kaotiklabs

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Offline Maxheadroom

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Thanks, one of the hardest parts is trying to implement training based on what is happening on the screen, but I have found its a lot quicker than lots of ‘if’ statements when graphics are involved! :good:

Offline Maxheadroom

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I was thinking of doing something simple with it like tic-tac-toe to show the potential off and how to use the code in a program. But just starting the last year of my degree I am probably going to be a bit busy.