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Neural Network - A journey into the mind.
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SaxonRah repliedYeah I've not opened this project since 4.12.5, I'll make a note to look at this prj, after next week once i get back home.
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hobbitjack repliedHey,
Seems a great plugin, but im having trouble getting it working with 4.13.1.
Do you know if it works ok with that version?
Cheers.
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SaxonRah repliedI just updated the github with a major bug fix that made one of the neural networks result in more correct than wrong after some training More work to be done on the other though, think i have a bug somewhere.
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SaxonRah repliedI released a new update, this one has generative training data test, + helped generative training data
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phantom530 repliedOriginally posted by SaxonRah View PostTo classify poker hands. it's a simple but easy to understand example of how to use a NN to someone who doesn't know anything
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SaxonRah repliedTo classify poker hands. it's a simple but easy to understand example of how to use a NN to someone who doesn't know anything
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phantom530 repliedOriginally posted by SaxonRah View PostA little bit of an update. I decided to change the goal and scope of this plugin/journey/whatever the heck this is.
What im going to be doing is using the NN to predict poker hands, with generative data as the training data. This means we will be simulating poker games. getting hands, using an analyzer to figure out poker hand rank by bucket counting. then feeding this as training data.
The learning is supervised type, because we are using labeled training data. Although the data is generative, it doesn't matter in the end. We could have used poker hand data but then you have to transform the data into useable data, i opted not to use predefined data.
I have the neural network plugin done. I have a deck of cards plugin done, a few simple pokergame functions to test and analyze the cards. I have everything needed to get the ANN to classify a hand of cards. Except the implementation of the interconnectivity between the cards and the net. you know, the fun fiddly bits.
Here is the link for the github
For the base project, which is the BP Blackjack project for assets. Although in the end we will cut ties with all assets in the future. As a result, there is a new card mesh with new textures and mats. Backs and faces included.
The deck of cards and test poker game plugin.
the Artificial Neural Network plugin.
Please enjoy and, please notify me of anything wrong that you might see.
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SaxonRah repliedA little bit of an update. Release ! Yay
A little bit of an update. I decided to change the goal and scope of this plugin/journey/whatever the heck this is.
What im going to be doing is using the NN to predict poker hands, with generative data as the training data. This means we will be simulating poker games. getting hands, using an analyzer to figure out poker hand rank by bucket counting. then feeding this as training data.
The learning is supervised type, because we are using labeled training data. Although the data is generative, it doesn't matter in the end. We could have used poker hand data but then you have to transform the data into useable data, i opted not to use predefined data.
I have the neural network plugin done. I have a deck of cards plugin done, a few simple pokergame functions to test and analyze the cards. I have everything needed to get the ANN to classify a hand of cards. Except the implementation of the interconnectivity between the cards and the net. you know, the fun fiddly bits.
Here is the link for the github
For the base project, which is the BP Blackjack project for assets. Although in the end we will cut ties with all assets in the future. As a result, there is a new card mesh with new textures and mats. Backs and faces included.
The deck of cards and test poker game plugin.
the Artificial Neural Network plugin.
Please enjoy and, please notify me of anything wrong that you might see.
https://forums.unrealengine.com/atta...1&d=1471371904
https://forums.unrealengine.com/atta...1&d=1471371947
https://forums.unrealengine.com/atta...1&d=1471372030Last edited by SaxonRah; 08-20-2016, 12:01 AM.
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SaxonRah repliedOriginally posted by phantom530 View PostAny updates?Last edited by SaxonRah; 08-03-2016, 10:43 AM.
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phantom530 repliedOriginally posted by SaxonRah View PostI'm going to be releasing the my neural networked tappy bird project and the neural network plugin in conjunction at a future undetermined date. It will be relatively soon. I have to do some spring cleaning on both the example project and the network but it will get there and it will be glorious. And free.
Edit: Holy nice! I was Spotlit! Thank you Alexander and Epic!!!
Edit2: I might just submit the base nn plugin to epic as a pr for the release branch, idk if they accept plugin pr's but i think it would be better suited in the engine, we could use it for neural net anticheat and such, endless possibilities actually.
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bcm27 repliedThis is cool, I wrote a paper based on NNs awhile back and ever since I wanted to try my hand at creating one. Making one in unreal is awesome for anything thinkable!
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SaxonRah repliedOriginally posted by phantom530 View Post@SaxonRah Although all of those ideas are really cool, it does not make sense to use neural networks for most of those systems. Neural networks would work, but there are much easier ways to get very similar results.
I think adding bayesian networks would be really useful. Bayesian networks are excellent when it comes to procedural generation.
I think anticheat is the best application for games. ANN are perfect.
I've added Bayesian networks and hopfield networks are on the to do list!Last edited by SaxonRah; 07-06-2016, 01:16 PM.
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phantom530 replied[MENTION=94]SaxonRah[/MENTION] Although all of those ideas are really cool, it does not make sense to use neural networks for most of those systems. Neural networks would work, but there are much easier ways to get very similar results.
I think adding bayesian networks would be really useful. Bayesian networks are excellent when it comes to procedural generation.
I think anticheat is the best application for games. ANN are perfect.
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SaxonRah repliedOriginally posted by phantom530 View PostAn anticheat would actually be really cool. But to be honest, what other applications do machine learning techniques have in the gaming industry? Using them for ai tends not to make much sense. I'd love to work on an anticheat though.
You can just make a general ai that can just straight up try and play any game as a human would based trial and error, trained only on a small player input dataset. This is the end goal of this tool. of course simple games are better suited for a nn like this but nn's can do very well in many different spaces. Of course this is yet to be supported yet as i haven't had the time to expand on my current work of convolutions. convolutions are a fancy way of saying 'getting a nn to learn to see pictures'. but not really. see http://i.stack.imgur.com/I7DBr.gif its much more complicated than that. but for example You could have an ai that looked out in to the world and tried to "facial recognize" player characters. This is computationally expensive if were done real time, but solutions can be baked before hand. So while the developer has to bake some information, it only has to be done once ever per training set and can be distributed to clients and colleagues. What this kind of ai could be useful for is anything you could think of using an ai that can learn what a player face is, but for example, in an fps game, you could train it before hand on ally faces and enemy faces and have the ai neural net learn what is friendly and not friendly and have the convolution NN scan a portion of their view pasted onto a rendertarget for enemy faces, and guess if its enemy or friendly, if it thinks its an enemy, shoot them dead. this will inevitably have some quirks though like the NN shooting and things that are not characters at all, NN shooting at allies, those two are okay as we are trying to replicate human brains. but things like down right owning humans completely 100% can happen in a well trained net.
this may have just convoluted things idk, i tried my best XD
as for the anti cheat i have two ideas.
i am thinking about using a neural network to learn from players mouse's heat-map to learn what could be inhuman movement. (like perfectly horizontal, diagonal, vertical movements). this could be potentially ground breaking for aimbot like cheats.
the other idea i had was training a nn on watching confirmed cheat game demos and have it try and tell if a player was cheating or not. for things like walls. idk if this will work though. but i want to try.Last edited by SaxonRah; 07-06-2016, 01:20 AM.
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