Table of Contents

Dev Blog

July 20, 2023

October 28, 2022

October 11, 2021

July 28, 2021

April 10, 2021

March 20, 2021

February 22, 2021

Inner monologue

October 10, 2020

Dynamic population encoding algorithm author : Tofara Moyo We believe that humans map inputs to actions. In order to do this optimally some action in the distant past has to have an effect on the present actions. This was handled by nature by giving some means to divert the input signal and have the diverted signal influence the action at a later stage. This was also sufficient to make this a function, because similar states could now cause widely different actions because the action was conditioned not only on the current state, but also on the diverted input signal. Also, within the brain, which was made with the sole purpose of diverting the signal, subnetworks with strong local connectivity within themselves would cause different effects to other networks (even those with other networks in between) at different times by diverting the signal they received, through the rest of the networks, before affecting the network they were trying to effect. This is true pairwise between every network in the brain. The neural model we propose consists of a networked cellular automaton, where unlike in a traditional cellular automaton where physical boundaries determine neighbours, neighbouring cells could be “further” apart. What this means is that it will be necessary to keep an adjacency matrix that shows which neurons are connected to which. The network will be initialized randomly with 2 % connectivity throughout the network in order to simulate sparse codes.Then spectral graph analysis will be used to determine which segments the network can be broken into most logically. An agent A will be assigned to each subnetwork, and its set of actions will have it move from node to node within its subnet . We borrow ideas from internetworking by having an instance of the rapid spanning tree protocol running in each network. The rapid spanning tree algorithm is used in cisco routers in order to prevent loops within a network. It does so by determining which connections should be blocked and which maintained. we will use the RSTA in order to adjust the topology of each of the subnetworks. Within RSTA switches exchange information in order to vote for a root bridge/switch. The choice of root bridge finally settled on influences how the topology of the network will be set. In our case we will omit the voting feature from our implementation. instead the node that the agent A associated with the subnetwork is currently positioned on will be chosen as the root node. Note that the agent A is free to hop from node to node, even if they are not directly connected. Once the root node is chosen , the topology of the subnet is adjusted in line with this information. Our aim is to get each agent A to maximise its own reward by indirectly changing the topology of the network and influencing yet another network, which will act as the environment of the agent. Each agent A will be associated with two networks. the network that it is hoping from node to node in, and one of the other networks. This secondary network will act as a part of the environment for the agent and will give it its reward. In a robotic system, once the total reward is calculated we would like a way to use it to influence which rewards a particular network feeds its paired agent A. this will be done by having each network keep a Q table with the action being increasing or decreasing the reward that the network gives out and the state being the global reward. This means in short that each network has two associated agents, A and B. One A that hops from node to node changing the topology of the network. And one B that calculates the reward it should emit to the diametrically opposed agent from the paired network. The dynamics of the network would have each network’s agent A figure out a way to maximise its total personal reward by changing the topology of its network, and causing a ripple effect that will modulate the network that is diametrically opposite it. This reward is calculated by the second network's agent B from the global reward. This second agent maximises (its) the global reward, by giving the first agent the most fitting rewards for actions. In order to connect this to traditional neural networks we will do the following. Given the input to the neural network we will have the outputs of this network be given a multi class distribution where the input activates some of the cells in a particular network within the neural model. One of the other networks in the model will act as a teacher and have mirrored neurons for each of the output neurons mentioned. Once the neural network has received some input and predicted the particular cells that it does. The difference between the signal received by the mirrored neurons and the neural networks output cells will be used to come up with a loss value in which to train the neural networks.

July 10, 2020

January 12, 2020

December 22, 2019

December 7, 2019

November 30, 2019

November 21, 2019

September 28, 2019

September 21, 2019

September 18, 2019

August 23, 2019

This paper describes pretty accurately how my algorithm works. and based on it's description you can correlate what my algorithm is doing to the behavior that they describe.

August 15, 2019

Had a discussion with a person from DARPA. She said a lot of interesting things. Most notably, I need to formalize my work into scientific papers. Yes, multiple. I would need to start from existing research and show how I got to where I am.

here are notes from the meeting

open baa
hp1 - contract type
hebbian learning 
neurons fire together fire together
aie - contract type
white paper -- problem space - class of problems - metrics - 
portfolios on polyplexus - abstract

August 5, 2019

July 26, 2019

July 14, 2019

July 13, 2019

July 11, 2019

June 22, 2019

Neural networks have reached their peak. It's evident by looking at how they architected Alpha Star. Alpha Star uses a very cluegy architecture to solve the problem. It's not self contained within a neural network. Also, the errors that happen within a neural network, don't happen within a human brain. My algorithm is elegant. It's simple. You have 2 nerve ends and they are active. The brain says, connect those 2 with a neuron. Then you have 2 active neurons. the brain says, connect those 2. and so on. This is played out in the real world. Scientists conducted a test where they put a brain slice on a silicon chip. The brain slice grew to where there was activity on the silicon. It is a very simple process that is capable of very complex action and I've captured it within my algorithm.

February 10, 2019

Maybe I should study psychology

January 31, 2019

With the input nodes “growing” to connect the the same kind of “growth” for the output nodes. This mid line connection is what creates consciousness. When training the output side has an active node tree. But after learning a few inputs the mid line will have more than one active node. This multiple activation is what gives rise to humans pondering what action to take.

This and also the before mentioned, constant looping of the thoughts which give rise to active memory.

December 2, 2018

November 29, 2018

November 26, 2018

November 24, 2018

November 20, 2018

October 25, 2018

October 24, 2018

October 23, 2018

October 9, 2018

September 16, 2018

September 5, 2018

May 7, 2016

March 24, 2016

March 10, 2016

January 16, 2016

November 20, 2015

October 17, 2015

October 8, 2015

0 0 0        l1n1(1)
1 0 0        l1n2(1) -> l1n1(.66)+l1n2(1) -> l2n1(1)
0 1 0        l1n3(1) -> l1n1(.66)+l1n2(.33)+l1n3(1)  -> l2n2(1) -> l2n1(?)+l2n2(1) ->  l3n1(1)

October 1, 2015

September 29, 2015

August 17, 2015

August 15, 2015

June 15, 2015

-- MarI/O by SethBling -- Feel free to use this code, but please do not redistribute it. -- Intended for use with the BizHawk emulator and Super Mario World or Super Mario Bros. ROM. if gameinfo.getromname() == "Super Mario World (USA)" then Filename = "DP1.state" ButtonNames = { "A", "B", "X", "Y", "Up", "Down", "Left", "Right", } elseif gameinfo.getromname() == "Super Mario Bros." then Filename = "SMB1-1.state" ButtonNames = { "A", "B", "Up", "Down", "Left", "Right", } end BoxRadius = 6 InputSize = (BoxRadius*2+1)*(BoxRadius*2+1) Inputs = InputSize+1 Outputs = #ButtonNames Population = 300 DeltaDisjoint = 2.0 DeltaWeights = 0.4 DeltaThreshold = 1.0 StaleSpecies = 15 MutateConnectionsChance = 0.25 PerturbChance = 0.90 CrossoverChance = 0.75 LinkMutationChance = 2.0 NodeMutationChance = 0.50 BiasMutationChance = 0.40 StepSize = 0.1 DisableMutationChance = 0.4 EnableMutationChance = 0.2 TimeoutConstant = 20 MaxNodes = 1000000 function getPositions() if gameinfo.getromname() == "Super Mario World (USA)" then marioX = memory.read_s16_le(0x94) marioY = memory.read_s16_le(0x96) local layer1x = memory.read_s16_le(0x1A); local layer1y = memory.read_s16_le(0x1C); screenX = marioX-layer1x screenY = marioY-layer1y elseif gameinfo.getromname() == "Super Mario Bros." then marioX = memory.readbyte(0x6D) * 0x100 + memory.readbyte(0x86) marioY = memory.readbyte(0x03B8)+16 screenX = memory.readbyte(0x03AD) screenY = memory.readbyte(0x03B8) end end function getTile(dx, dy) if gameinfo.getromname() == "Super Mario World (USA)" then x = math.floor((marioX+dx+8)/16) y = math.floor((marioY+dy)/16) return memory.readbyte(0x1C800 + math.floor(x/0x10)*0x1B0 + y*0x10 + x%0x10) elseif gameinfo.getromname() == "Super Mario Bros." then local x = marioX + dx + 8 local y = marioY + dy - 16 local page = math.floor(x/256)%2 local subx = math.floor((x%256)/16) local suby = math.floor((y - 32)/16) local addr = 0x500 + page*13*16+suby*16+subx if suby >= 13 or suby < 0 then return 0 end if memory.readbyte(addr) ~= 0 then return 1 else return 0 end end end function getSprites() if gameinfo.getromname() == "Super Mario World (USA)" then local sprites = {} for slot=0,11 do local status = memory.readbyte(0x14C8+slot) if status ~= 0 then spritex = memory.readbyte(0xE4+slot) + memory.readbyte(0x14E0+slot)*256 spritey = memory.readbyte(0xD8+slot) + memory.readbyte(0x14D4+slot)*256 sprites[#sprites+1] = {["x"]=spritex, ["y"]=spritey} end end return sprites elseif gameinfo.getromname() == "Super Mario Bros." then local sprites = {} for slot=0,4 do local enemy = memory.readbyte(0xF+slot) if enemy ~= 0 then local ex = memory.readbyte(0x6E + slot)*0x100 + memory.readbyte(0x87+slot) local ey = memory.readbyte(0xCF + slot)+24 sprites[#sprites+1] = {["x"]=ex,["y"]=ey} end end return sprites end end function getExtendedSprites() if gameinfo.getromname() == "Super Mario World (USA)" then local extended = {} for slot=0,11 do local number = memory.readbyte(0x170B+slot) if number ~= 0 then spritex = memory.readbyte(0x171F+slot) + memory.readbyte(0x1733+slot)*256 spritey = memory.readbyte(0x1715+slot) + memory.readbyte(0x1729+slot)*256 extended[#extended+1] = {["x"]=spritex, ["y"]=spritey} end end return extended elseif gameinfo.getromname() == "Super Mario Bros." then return {} end end function getInputs() getPositions() sprites = getSprites() extended = getExtendedSprites() local inputs = {} for dy=-BoxRadius*16,BoxRadius*16,16 do for dx=-BoxRadius*16,BoxRadius*16,16 do inputs[#inputs+1] = 0 tile = getTile(dx, dy) if tile == 1 and marioY+dy < 0x1B0 then inputs[#inputs] = 1 end for i = 1,#sprites do distx = math.abs(sprites[i]["x"] - (marioX+dx)) disty = math.abs(sprites[i]["y"] - (marioY+dy)) if distx <= 8 and disty <= 8 then inputs[#inputs] = -1 end end for i = 1,#extended do distx = math.abs(extended[i]["x"] - (marioX+dx)) disty = math.abs(extended[i]["y"] - (marioY+dy)) if distx < 8 and disty < 8 then inputs[#inputs] = -1 end end end end --mariovx = memory.read_s8(0x7B) --mariovy = memory.read_s8(0x7D) return inputs end function sigmoid(x) return 2/(1+math.exp(-4.9*x))-1 end function newInnovation() pool.innovation = pool.innovation + 1 return pool.innovation end function newPool() local pool = {} pool.species = {} pool.generation = 0 pool.innovation = Outputs pool.currentSpecies = 1 pool.currentGenome = 1 pool.currentFrame = 0 pool.maxFitness = 0 return pool end function newSpecies() local species = {} species.topFitness = 0 species.staleness = 0 species.genomes = {} species.averageFitness = 0 return species end function newGenome() local genome = {} genome.genes = {} genome.fitness = 0 genome.adjustedFitness = 0 genome.network = {} genome.maxneuron = 0 genome.globalRank = 0 genome.mutationRates = {} genome.mutationRates["connections"] = MutateConnectionsChance genome.mutationRates["link"] = LinkMutationChance genome.mutationRates["bias"] = BiasMutationChance genome.mutationRates["node"] = NodeMutationChance genome.mutationRates["enable"] = EnableMutationChance genome.mutationRates["disable"] = DisableMutationChance genome.mutationRates["step"] = StepSize return genome end function copyGenome(genome) local genome2 = newGenome() for g=1,#genome.genes do table.insert(genome2.genes, copyGene(genome.genes[g])) end genome2.maxneuron = genome.maxneuron genome2.mutationRates["connections"] = genome.mutationRates["connections"] genome2.mutationRates["link"] = genome.mutationRates["link"] genome2.mutationRates["bias"] = genome.mutationRates["bias"] genome2.mutationRates["node"] = genome.mutationRates["node"] genome2.mutationRates["enable"] = genome.mutationRates["enable"] genome2.mutationRates["disable"] = genome.mutationRates["disable"] return genome2 end function basicGenome() local genome = newGenome() local innovation = 1 genome.maxneuron = Inputs mutate(genome) return genome end function newGene() local gene = {} gene.into = 0 gene.out = 0 gene.weight = 0.0 gene.enabled = true gene.innovation = 0 return gene end function copyGene(gene) local gene2 = newGene() gene2.into = gene.into gene2.out = gene.out gene2.weight = gene.weight gene2.enabled = gene.enabled gene2.innovation = gene.innovation return gene2 end function newNeuron() local neuron = {} neuron.incoming = {} neuron.value = 0.0 return neuron end function generateNetwork(genome) local network = {} network.neurons = {} for i=1,Inputs do network.neurons[i] = newNeuron() end for o=1,Outputs do network.neurons[MaxNodes+o] = newNeuron() end table.sort(genome.genes, function (a,b) return (a.out < b.out) end) for i=1,#genome.genes do local gene = genome.genes[i] if gene.enabled then if network.neurons[gene.out] == nil then network.neurons[gene.out] = newNeuron() end local neuron = network.neurons[gene.out] table.insert(neuron.incoming, gene) if network.neurons[gene.into] == nil then network.neurons[gene.into] = newNeuron() end end end genome.network = network end function evaluateNetwork(network, inputs) table.insert(inputs, 1) if #inputs ~= Inputs then console.writeline("Incorrect number of neural network inputs.") return {} end for i=1,Inputs do network.neurons[i].value = inputs[i] end for _,neuron in pairs(network.neurons) do local sum = 0 for j = 1,#neuron.incoming do local incoming = neuron.incoming[j] local other = network.neurons[incoming.into] sum = sum + incoming.weight * other.value end if #neuron.incoming > 0 then neuron.value = sigmoid(sum) end end local outputs = {} for o=1,Outputs do local button = "P1 " .. ButtonNames[o] if network.neurons[MaxNodes+o].value > 0 then outputs[button] = true else outputs[button] = false end end return outputs end function crossover(g1, g2) -- Make sure g1 is the higher fitness genome if g2.fitness > g1.fitness then tempg = g1 g1 = g2 g2 = tempg end local child = newGenome() local innovations2 = {} for i=1,#g2.genes do local gene = g2.genes[i] innovations2[gene.innovation] = gene end for i=1,#g1.genes do local gene1 = g1.genes[i] local gene2 = innovations2[gene1.innovation] if gene2 ~= nil and math.random(2) == 1 and gene2.enabled then table.insert(child.genes, copyGene(gene2)) else table.insert(child.genes, copyGene(gene1)) end end child.maxneuron = math.max(g1.maxneuron,g2.maxneuron) for mutation,rate in pairs(g1.mutationRates) do child.mutationRates[mutation] = rate end return child end function randomNeuron(genes, nonInput) local neurons = {} if not nonInput then for i=1,Inputs do neurons[i] = true end end for o=1,Outputs do neurons[MaxNodes+o] = true end for i=1,#genes do if (not nonInput) or genes[i].into > Inputs then neurons[genes[i].into] = true end if (not nonInput) or genes[i].out > Inputs then neurons[genes[i].out] = true end end local count = 0 for _,_ in pairs(neurons) do count = count + 1 end local n = math.random(1, count) for k,v in pairs(neurons) do n = n-1 if n == 0 then return k end end return 0 end function containsLink(genes, link) for i=1,#genes do local gene = genes[i] if gene.into == link.into and gene.out == link.out then return true end end end function pointMutate(genome) local step = genome.mutationRates["step"] for i=1,#genome.genes do local gene = genome.genes[i] if math.random() < PerturbChance then gene.weight = gene.weight + math.random() * step*2 - step else gene.weight = math.random()*4-2 end end end function linkMutate(genome, forceBias) local neuron1 = randomNeuron(genome.genes, false) local neuron2 = randomNeuron(genome.genes, true) local newLink = newGene() if neuron1 <= Inputs and neuron2 <= Inputs then --Both input nodes return end if neuron2 <= Inputs then -- Swap output and input local temp = neuron1 neuron1 = neuron2 neuron2 = temp end newLink.into = neuron1 newLink.out = neuron2 if forceBias then newLink.into = Inputs end if containsLink(genome.genes, newLink) then return end newLink.innovation = newInnovation() newLink.weight = math.random()*4-2 table.insert(genome.genes, newLink) end function nodeMutate(genome) if #genome.genes == 0 then return end genome.maxneuron = genome.maxneuron + 1 local gene = genome.genes[math.random(1,#genome.genes)] if not gene.enabled then return end gene.enabled = false local gene1 = copyGene(gene) gene1.out = genome.maxneuron gene1.weight = 1.0 gene1.innovation = newInnovation() gene1.enabled = true table.insert(genome.genes, gene1) local gene2 = copyGene(gene) gene2.into = genome.maxneuron gene2.innovation = newInnovation() gene2.enabled = true table.insert(genome.genes, gene2) end function enableDisableMutate(genome, enable) local candidates = {} for _,gene in pairs(genome.genes) do if gene.enabled == not enable then table.insert(candidates, gene) end end if #candidates == 0 then return end local gene = candidates[math.random(1,#candidates)] gene.enabled = not gene.enabled end function mutate(genome) for mutation,rate in pairs(genome.mutationRates) do if math.random(1,2) == 1 then genome.mutationRates[mutation] = 0.95*rate else genome.mutationRates[mutation] = 1.05263*rate end end if math.random() < genome.mutationRates["connections"] then pointMutate(genome) end local p = genome.mutationRates["link"] while p > 0 do if math.random() < p then linkMutate(genome, false) end p = p - 1 end p = genome.mutationRates["bias"] while p > 0 do if math.random() < p then linkMutate(genome, true) end p = p - 1 end p = genome.mutationRates["node"] while p > 0 do if math.random() < p then nodeMutate(genome) end p = p - 1 end p = genome.mutationRates["enable"] while p > 0 do if math.random() < p then enableDisableMutate(genome, true) end p = p - 1 end p = genome.mutationRates["disable"] while p > 0 do if math.random() < p then enableDisableMutate(genome, false) end p = p - 1 end end function disjoint(genes1, genes2) local i1 = {} for i = 1,#genes1 do local gene = genes1[i] i1[gene.innovation] = true end local i2 = {} for i = 1,#genes2 do local gene = genes2[i] i2[gene.innovation] = true end local disjointGenes = 0 for i = 1,#genes1 do local gene = genes1[i] if not i2[gene.innovation] then disjointGenes = disjointGenes+1 end end for i = 1,#genes2 do local gene = genes2[i] if not i1[gene.innovation] then disjointGenes = disjointGenes+1 end end local n = math.max(#genes1, #genes2) return disjointGenes / n end function weights(genes1, genes2) local i2 = {} for i = 1,#genes2 do local gene = genes2[i] i2[gene.innovation] = gene end local sum = 0 local coincident = 0 for i = 1,#genes1 do local gene = genes1[i] if i2[gene.innovation] ~= nil then local gene2 = i2[gene.innovation] sum = sum + math.abs(gene.weight - gene2.weight) coincident = coincident + 1 end end return sum / coincident end function sameSpecies(genome1, genome2) local dd = DeltaDisjoint*disjoint(genome1.genes, genome2.genes) local dw = DeltaWeights*weights(genome1.genes, genome2.genes) return dd + dw < DeltaThreshold end function rankGlobally() local global = {} for s = 1,#pool.species do local species = pool.species[s] for g = 1,#species.genomes do table.insert(global, species.genomes[g]) end end table.sort(global, function (a,b) return (a.fitness < b.fitness) end) for g=1,#global do global[g].globalRank = g end end function calculateAverageFitness(species) local total = 0 for g=1,#species.genomes do local genome = species.genomes[g] total = total + genome.globalRank end species.averageFitness = total / #species.genomes end function totalAverageFitness() local total = 0 for s = 1,#pool.species do local species = pool.species[s] total = total + species.averageFitness end return total end function cullSpecies(cutToOne) for s = 1,#pool.species do local species = pool.species[s] table.sort(species.genomes, function (a,b) return (a.fitness > b.fitness) end) local remaining = math.ceil(#species.genomes/2) if cutToOne then remaining = 1 end while #species.genomes > remaining do table.remove(species.genomes) end end end function breedChild(species) local child = {} if math.random() < CrossoverChance then g1 = species.genomes[math.random(1, #species.genomes)] g2 = species.genomes[math.random(1, #species.genomes)] child = crossover(g1, g2) else g = species.genomes[math.random(1, #species.genomes)] child = copyGenome(g) end mutate(child) return child end function removeStaleSpecies() local survived = {} for s = 1,#pool.species do local species = pool.species[s] table.sort(species.genomes, function (a,b) return (a.fitness > b.fitness) end) if species.genomes[1].fitness > species.topFitness then species.topFitness = species.genomes[1].fitness species.staleness = 0 else species.staleness = species.staleness + 1 end if species.staleness < StaleSpecies or species.topFitness >= pool.maxFitness then table.insert(survived, species) end end pool.species = survived end function removeWeakSpecies() local survived = {} local sum = totalAverageFitness() for s = 1,#pool.species do local species = pool.species[s] breed = math.floor(species.averageFitness / sum * Population) if breed >= 1 then table.insert(survived, species) end end pool.species = survived end function addToSpecies(child) local foundSpecies = false for s=1,#pool.species do local species = pool.species[s] if not foundSpecies and sameSpecies(child, species.genomes[1]) then table.insert(species.genomes, child) foundSpecies = true end end if not foundSpecies then local childSpecies = newSpecies() table.insert(childSpecies.genomes, child) table.insert(pool.species, childSpecies) end end function newGeneration() cullSpecies(false) -- Cull the bottom half of each species rankGlobally() removeStaleSpecies() rankGlobally() for s = 1,#pool.species do local species = pool.species[s] calculateAverageFitness(species) end removeWeakSpecies() local sum = totalAverageFitness() local children = {} for s = 1,#pool.species do local species = pool.species[s] breed = math.floor(species.averageFitness / sum * Population) - 1 for i=1,breed do table.insert(children, breedChild(species)) end end cullSpecies(true) -- Cull all but the top member of each species while #children + #pool.species < Population do local species = pool.species[math.random(1, #pool.species)] table.insert(children, breedChild(species)) end for c=1,#children do local child = children[c] addToSpecies(child) end pool.generation = pool.generation + 1 writeFile("backup." .. pool.generation .. "." .. forms.gettext(saveLoadFile)) end function initializePool() pool = newPool() for i=1,Population do basic = basicGenome() addToSpecies(basic) end initializeRun() end function clearJoypad() controller = {} for b = 1,#ButtonNames do controller["P1 " .. ButtonNames[b]] = false end joypad.set(controller) end function initializeRun() savestate.load(Filename); rightmost = 0 pool.currentFrame = 0 timeout = TimeoutConstant clearJoypad() local species = pool.species[pool.currentSpecies] local genome = species.genomes[pool.currentGenome] generateNetwork(genome) evaluateCurrent() end function evaluateCurrent() local species = pool.species[pool.currentSpecies] local genome = species.genomes[pool.currentGenome] inputs = getInputs() controller = evaluateNetwork(genome.network, inputs) if controller["P1 Left"] and controller["P1 Right"] then controller["P1 Left"] = false controller["P1 Right"] = false end if controller["P1 Up"] and controller["P1 Down"] then controller["P1 Up"] = false controller["P1 Down"] = false end joypad.set(controller) end if pool == nil then initializePool() end function nextGenome() pool.currentGenome = pool.currentGenome + 1 if pool.currentGenome > #pool.species[pool.currentSpecies].genomes then pool.currentGenome = 1 pool.currentSpecies = pool.currentSpecies+1 if pool.currentSpecies > #pool.species then newGeneration() pool.currentSpecies = 1 end end end function fitnessAlreadyMeasured() local species = pool.species[pool.currentSpecies] local genome = species.genomes[pool.currentGenome] return genome.fitness ~= 0 end function displayGenome(genome) local network = genome.network local cells = {} local i = 1 local cell = {} for dy=-BoxRadius,BoxRadius do for dx=-BoxRadius,BoxRadius do cell = {} cell.x = 50+5*dx cell.y = 70+5*dy cell.value = network.neurons[i].value cells[i] = cell i = i + 1 end end local biasCell = {} biasCell.x = 80 biasCell.y = 110 biasCell.value = network.neurons[Inputs].value cells[Inputs] = biasCell for o = 1,Outputs do cell = {} cell.x = 220 cell.y = 30 + 8 * o cell.value = network.neurons[MaxNodes + o].value cells[MaxNodes+o] = cell local color if cell.value > 0 then color = 0xFF0000FF else color = 0xFF000000 end gui.drawText(223, 24+8*o, ButtonNames[o], color, 9) end for n,neuron in pairs(network.neurons) do cell = {} if n > Inputs and n <= MaxNodes then cell.x = 140 cell.y = 40 cell.value = neuron.value cells[n] = cell end end for n=1,4 do for _,gene in pairs(genome.genes) do if gene.enabled then local c1 = cells[gene.into] local c2 = cells[gene.out] if gene.into > Inputs and gene.into <= MaxNodes then c1.x = 0.75*c1.x + 0.25*c2.x if c1.x >= c2.x then c1.x = c1.x - 40 end if c1.x < 90 then c1.x = 90 end if c1.x > 220 then c1.x = 220 end c1.y = 0.75*c1.y + 0.25*c2.y end if gene.out > Inputs and gene.out <= MaxNodes then c2.x = 0.25*c1.x + 0.75*c2.x if c1.x >= c2.x then c2.x = c2.x + 40 end if c2.x < 90 then c2.x = 90 end if c2.x > 220 then c2.x = 220 end c2.y = 0.25*c1.y + 0.75*c2.y end end end end gui.drawBox(50-BoxRadius*5-3,70-BoxRadius*5-3,50+BoxRadius*5+2,70+BoxRadius*5+2,0xFF000000, 0x80808080) for n,cell in pairs(cells) do if n > Inputs or cell.value ~= 0 then local color = math.floor((cell.value+1)/2*256) if color > 255 then color = 255 end if color < 0 then color = 0 end local opacity = 0xFF000000 if cell.value == 0 then opacity = 0x50000000 end color = opacity + color*0x10000 + color*0x100 + color gui.drawBox(cell.x-2,cell.y-2,cell.x+2,cell.y+2,opacity,color) end end for _,gene in pairs(genome.genes) do if gene.enabled then local c1 = cells[gene.into] local c2 = cells[gene.out] local opacity = 0xA0000000 if c1.value == 0 then opacity = 0x20000000 end local color = 0x80-math.floor(math.abs(sigmoid(gene.weight))*0x80) if gene.weight > 0 then color = opacity + 0x8000 + 0x10000*color else color = opacity + 0x800000 + 0x100*color end gui.drawLine(c1.x+1, c1.y, c2.x-3, c2.y, color) end end gui.drawBox(49,71,51,78,0x00000000,0x80FF0000) if forms.ischecked(showMutationRates) then local pos = 100 for mutation,rate in pairs(genome.mutationRates) do gui.drawText(100, pos, mutation .. ": " .. rate, 0xFF000000, 10) pos = pos + 8 end end end function writeFile(filename) local file = io.open(filename, "w") file:write(pool.generation .. "\n") file:write(pool.maxFitness .. "\n") file:write(#pool.species .. "\n") for n,species in pairs(pool.species) do file:write(species.topFitness .. "\n") file:write(species.staleness .. "\n") file:write(#species.genomes .. "\n") for m,genome in pairs(species.genomes) do file:write(genome.fitness .. "\n") file:write(genome.maxneuron .. "\n") for mutation,rate in pairs(genome.mutationRates) do file:write(mutation .. "\n") file:write(rate .. "\n") end file:write("done\n") file:write(#genome.genes .. "\n") for l,gene in pairs(genome.genes) do file:write(gene.into .. " ") file:write(gene.out .. " ") file:write(gene.weight .. " ") file:write(gene.innovation .. " ") if(gene.enabled) then file:write("1\n") else file:write("0\n") end end end end file:close() end function savePool() local filename = forms.gettext(saveLoadFile) writeFile(filename) end function loadFile(filename) local file = io.open(filename, "r") pool = newPool() pool.generation = file:read("*number") pool.maxFitness = file:read("*number") forms.settext(maxFitnessLabel, "Max Fitness: " .. math.floor(pool.maxFitness)) local numSpecies = file:read("*number") for s=1,numSpecies do local species = newSpecies() table.insert(pool.species, species) species.topFitness = file:read("*number") species.staleness = file:read("*number") local numGenomes = file:read("*number") for g=1,numGenomes do local genome = newGenome() table.insert(species.genomes, genome) genome.fitness = file:read("*number") genome.maxneuron = file:read("*number") local line = file:read("*line") while line ~= "done" do genome.mutationRates[line] = file:read("*number") line = file:read("*line") end local numGenes = file:read("*number") for n=1,numGenes do local gene = newGene() table.insert(genome.genes, gene) local enabled gene.into, gene.out, gene.weight, gene.innovation, enabled = file:read("*number", "*number", "*number", "*number", "*number") if enabled == 0 then gene.enabled = false else gene.enabled = true end end end end file:close() while fitnessAlreadyMeasured() do nextGenome() end initializeRun() pool.currentFrame = pool.currentFrame + 1 end function loadPool() local filename = forms.gettext(saveLoadFile) loadFile(filename) end function playTop() local maxfitness = 0 local maxs, maxg for s,species in pairs(pool.species) do for g,genome in pairs(species.genomes) do if genome.fitness > maxfitness then maxfitness = genome.fitness maxs = s maxg = g end end end pool.currentSpecies = maxs pool.currentGenome = maxg pool.maxFitness = maxfitness forms.settext(maxFitnessLabel, "Max Fitness: " .. math.floor(pool.maxFitness)) initializeRun() pool.currentFrame = pool.currentFrame + 1 return end function onExit() forms.destroy(form) end writeFile("temp.pool") event.onexit(onExit) form = forms.newform(200, 260, "Fitness") maxFitnessLabel = forms.label(form, "Max Fitness: " .. math.floor(pool.maxFitness), 5, 8) showNetwork = forms.checkbox(form, "Show Map", 5, 30) showMutationRates = forms.checkbox(form, "Show M-Rates", 5, 52) restartButton = forms.button(form, "Restart", initializePool, 5, 77) saveButton = forms.button(form, "Save", savePool, 5, 102) loadButton = forms.button(form, "Load", loadPool, 80, 102) saveLoadFile = forms.textbox(form, Filename .. ".pool", 170, 25, nil, 5, 148) saveLoadLabel = forms.label(form, "Save/Load:", 5, 129) playTopButton = forms.button(form, "Play Top", playTop, 5, 170) hideBanner = forms.checkbox(form, "Hide Banner", 5, 190) while true do local backgroundColor = 0xD0FFFFFF if not forms.ischecked(hideBanner) then gui.drawBox(0, 0, 300, 26, backgroundColor, backgroundColor) end local species = pool.species[pool.currentSpecies] local genome = species.genomes[pool.currentGenome] if forms.ischecked(showNetwork) then displayGenome(genome) end if pool.currentFrame%5 == 0 then evaluateCurrent() end joypad.set(controller) getPositions() if marioX > rightmost then rightmost = marioX timeout = TimeoutConstant end timeout = timeout - 1 local timeoutBonus = pool.currentFrame / 4 if timeout + timeoutBonus <= 0 then local fitness = rightmost - pool.currentFrame / 2 if gameinfo.getromname() == "Super Mario World (USA)" and rightmost > 4816 then fitness = fitness + 1000 end if gameinfo.getromname() == "Super Mario Bros." and rightmost > 3186 then fitness = fitness + 1000 end if fitness == 0 then fitness = -1 end genome.fitness = fitness if fitness > pool.maxFitness then pool.maxFitness = fitness forms.settext(maxFitnessLabel, "Max Fitness: " .. math.floor(pool.maxFitness)) writeFile("backup." .. pool.generation .. "." .. forms.gettext(saveLoadFile)) end console.writeline("Gen " .. pool.generation .. " species " .. pool.currentSpecies .. " genome " .. pool.currentGenome .. " fitness: " .. fitness) pool.currentSpecies = 1 pool.currentGenome = 1 while fitnessAlreadyMeasured() do nextGenome() end initializeRun() end local measured = 0 local total = 0 for _,species in pairs(pool.species) do for _,genome in pairs(species.genomes) do total = total + 1 if genome.fitness ~= 0 then measured = measured + 1 end end end if not forms.ischecked(hideBanner) then gui.drawText(0, 0, "Gen " .. pool.generation .. " species " .. pool.currentSpecies .. " genome " .. pool.currentGenome .. " (" .. math.floor(measured/total*100) .. "%)", 0xFF000000, 11) gui.drawText(0, 12, "Fitness: " .. math.floor(rightmost - (pool.currentFrame) / 2 - (timeout + timeoutBonus)*2/3), 0xFF000000, 11) gui.drawText(100, 12, "Max Fitness: " .. math.floor(pool.maxFitness), 0xFF000000, 11) end pool.currentFrame = pool.currentFrame + 1 emu.frameadvance(); end

April 28, 2015

Following the last post, This pattern would then activate the pathway in the brain that would be the predicated outcome. This activated pathway also activates emotions and these emotions relate or is desire. Our brain compares this predicted emotional response to other options available and compares these predicted emotional responses to determine which one the person wants to happen. This desire is also weighted against the current emotional state of the person.

April 13, 2015

Store sensor → read emotion → compare to desire → perform action → store sensor → read emotion → compare to desire → perform action

if you are at the first sensor, you can think through the change to figure out which action to perform to get to the emotion state that is desired.

December 28, 2014

Following what is written below, a real neuron is a fixed memory, not changing once created, referencing the video I saw about a person that lost the use of their hand and was retrained to use it and the scientist photographed the before and after showing the new neurons that had formed with the new ability. So looking at a ANN and using it to represent a single neuron, we can create a stored pattern for a newly formed neuron.

December 23, 2014

An actual neuron has multiple inputs and multiple outputs. The combination of the input along with the chemical balances in the neuron dictate how the outputs will look.

An artificial neural network node, has multiple inputs but only one output. So it may be better to use a neural network to represent a single neuron that exists in the human brain.

November 15, 2014

Desire is an input without and output. For example: a baby gets the input of hunger from the stomach, which the pattern in the brain triggers the sensor input of the mouth/tongue feeling the mom's nipple to suckle. But this is a memory recall and until the baby gets the actual input stimulus the activated nerves are the ones that stimulate the upset emotion, which grows more intense the longer it's activated. Once the nerves that are attached to the mouth/tongue are stimulated with the nipple and the taste of milk, this feeds back into the brain and then the nerves of the suckle action is activated. This input/output is stuck in a loop waiting for the stomach to activate the nerves of the “full” sensation. Then the nerves of the suckle action are stopped. This sequence is most likely hard wired in the lower brain.

So, how does memory form? an example to add to the baby wanting a nipple. When the mom tries to give the baby a bottle instead of the breast. The baby doesn't receive the same sensation from the bottle that is received from the breast. So the baby is not receiving the expected sensory input. But the baby gets a taste of the milk, which for the brain pattern is the stronger part of the input sensation. So the baby accepts this new input sensation because part of it is the right sensation. The brain starts to form new neurons that connect this new nerve input of the bottle feeling to the existing brain pattern of the suckling of the nipple. The more the baby receives this new input sensation, the stronger the pattern and the more the baby will want the bottle over the breast.

November 04, 2014

So the brain works by connecting the sensory nodes to each other through the neurons. for example: one rod in the eye has a lead into the brain. Then one cilia in the ear has one lead into the brain, etc for all sensor nodes. Those leads are then connected to one another by a neuron when they are stimulated. This neuron allows new neurons to be connected to it. This interconnected pattern forms a memory. To recall this memory is the excitation of those connected neurons back down to the sensor input. This re-action of the sensors allows the recall of the memory. This new sensor input is then applied to another thought pattern which allows for correlation. So, what creates the actual memory? repetition. The first time, is the first layer. etc, until 2 years have past. A child doesn't have any kind of cognition until they are about 2-3 years old. So layer upon layer is built and where there is similarities in sensory inputs over time, is where more neurons are created. Those areas of higher interconnected neurons are where our more stronger memories reside. These stronger memories are faces, words, places, etc.

February 15, 2011

Implement a system that can identify a pattern and then move the pattern to center in the array.

For example:

**8
***
***

Move the eight to the center. The system can only move 1 up, 1 down, 1 left, and 1 right.

***
*8*
***

November 3, 2010

Bayesian Network API for potential use.

Ai Algorithms is a bunch of different algorithms.

More Algorithms is a list of algorithms.

September 8, 2010

OCC/OCEAN - emotion engine from a video conference called CIG2010

August 10, 2010

It's a note on the human infant growth process of the human mind.

infant four phase processing

growth phases of the human mind

http://www.solhaam.org/articles/humind.html

TV Show on the brain.