Hi everyone, I have been hard at work for the past few days working on something i am really passionate about. Neural networks. I made my own reinforcement learning algorithm a while back to play tappy chicken and it inspired me to make more things like this. So I purchased the basic neural network from the marketplace and i started messing with it to see how it performed. I immediately noticed if you throw a a couple hundred neural network blueprints in the world, it will freeze or crash. Sad day, so i decided to look at the project and tried to develop a c++ implementation, i tried and failed, i got very close to implementing it, one to one. but i just couldn’t figure his inheritance NN implementation out to correctly give an output. i even sent the original marketplace projects maker the c++ code, to get information on why but its pretty big and might take some time. but i got impatient just created my own non inheritance based C++ neural network from scratch.
this thread will serve as some place to throw all of my work on the plugin at.
I want to implement some cool things i think many people might find really interesting.
----Information about the plugin----
It has a Feed Forward and Back propagation Neural Network
It has things like various learning types, Supervised, Unsupervised, Reinforcement(negative and positive), as well as Evolved Genetic Neural Networks.
Its a only a C++ plugin, written by me with all 100% UE4 code. No external libraries used. I even wrote my own hyperbolic functions!
so for my first example i am showcasing race results of two types of neural networks VS each other and VS a generic racing checkpoint following AI.
I found a 2D racing template and i implemented two Racing AI’s to showcase the networks.
you can find the 2d racing template here
Blue cars- Simple Checkpoint following AI which came with the 2D Racing template.
Yellow cars- Simple Neural Network AI, Racer Avoidance. Checkpoint following AI(Constant racer neural parameters, like, sight distance, sight fov, breaking and accelerating aggressiveness, non-variable neural network hidden layer counts and number of hidden layers 3 inputs, 5 hidden, 10 hidden, 5 hidden 3 hidden, 2 output)
Red cars- Advanced Genetic Neural Network AI, Individual Racer Avoidance. Checkpoint following AI.(Genetic racer neural parameters, like, sight distance, sight fov, breaking and accelerating aggressiveness, variable neural network hidden layer counts and number of hidden layers 3 inputs, rand(x) hidden, for y, 2 output)
The drivers were all either trained or evolved and trained before the video took place.
The cars all have the same attributes, only the driver’s abilities change.
----What’s to come?----
I’m thinking about a maybe a neural network to operate as a post process as an end goal. but i don’t know how to even start that. im looking in to it though as there are really cool ideas you can use.
So im going to look in to other gameplay ai’s like maybe the classification of a players state, like if they are healthy or not. that sounds pretty cool and an easy task to teach how to use the plugin.