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Reinforcement Learning (0.3.0)

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@LiquidFun LiquidFun released this 09 Mar 00:39
· 6 commits to main since this release

Changelog

  • UI/UX Improvements
    • Show additional danger-sense near boppie
    • Disabled spike rotation and blood in performance mode
    • Improved graphs by drawing lines instead of pixels in texture, graphs can be hidden
    • Neurons have colors based on their type, can now drag neurons
    • Show importance of neural network connections
    • Can now select different profiles for displaying neural network (weights or activations)
  • Added lakes, water requirement for boppies and neurons for detecting lakes
  • Boppie colors now represent: hue: dna, saturation: energy, luminance: water
  • Added reinforcement learning, where neural net weights are adjusted based on rewards
  • New neurons/senses
    • Terrain resistance sense below and ahead of boppie
    • Timer (time encoded in DNA)
    • Hunger/thirst
    • A single large water ray for detecting water
    • Ally sense for detecting allies (same as danger sense)
  • Fixed major bug where each time a new boppie was spawned the AIs and NeuronTimers would become orphaned
  • Required boppie offspring energy depends on DNA