Vision is a 10 by 10 pixel matrix with 3 channels per pixel and there
are 2 eyes so that makes 600 inputs.
As for your efficiency question I can't seem to reproduce it...
Zachary Bauer wrote:
> Hey Rob,
> Wow, I am impressed, you've got a lot planned. We'll have to talk
> on Friday. A couple quick questions:
>
> 1.) With the set of brains I have saved and I reload to train, they
> are blowing way over 100% efficiency, not sure why. Starting the
> simulation from scratch seems to be ok, but I may just need to train
> them longer.
> 2.) How many vision inputs are we using? Right now vision adds 600
> inputs, so I was wondering if the vision window is bigger or what.
>
> Anywho, that is all for now. I am making rapid progress on brain
> stuff, but it has a LONG ways to go. Somestuff will need to be
> tweaked (such as sensor interfaces to the bug/brain) in the new
> project, but we can discuss that later.
> Welcome back! See ya Friday!
>
> -Zach
>
> */Robert Stacey <ro...@pr...>/* wrote:
>
> Hey guys,
>
> I'm back from Taiwan. I will be at our friday meeting this week. So
> here's a short update. Over the past two weeks I've been playing
> around
> with a physics engine called ODE, which stands for Open Dynamics
> Engine(http://www.ode.org/). This project was written in C, but some
> smart folks created a JNI (Java Native Interface) called odejava
> (http://odejava.org). The concept here is similar to that of using
> JOGL
> to access OpenGL libraries. Just like JOGL, there are odejava
> binaries
> for windows, linux and mac. Anyway, I actually got a running
> simulation
> (just physical stuff) of a bunch of 4 wheeled robots just like what
> we're modeling. ODE is fast and stable and it will allow us to do
> some
> great stuff. Right now I'm just working on the final piece of the
> puzzle, the Evolve to ODE interface and meanwhile I'm cleaning up a
> bunch of other stuff. I created a new project called Evolve3. I am
> confident this will become our mainline codebase within a week or
> two,
> I've already made significant progress.
>
> This is the feature set I expect as a part of phase 1:
>
> 1. Mostly continuous world. No more rounds!!!
> 2. Realistic physics. The bugs have 4 wheels (each motor controls
> two wheels, kinda like a tank).
> 3. Movement impedance will be replaced by the concept of friction
> (I'm not 100% sure about this one, more of a try it out and see if
> it makes sense type feature. Ridiculously simple to implement
> however.)
>
> This is planned feature set for phase 2, subject to change
> depending how
> phase 1 works out:
>
> 1. Have a concept of "Sensor Space" where sensors are represented as
> physical objects that are located somewhere on the bug chassis.
> However instead of belonging to the same collision space that the
> bugs belong to, they will have their own sensor space. Stimuli
> objects (like aroma clouds) will also exist in this "Sensor
> Space", so all we look for is the collision between a sensor and
> its stimuli after each step of the simulation (btw, "looking for
> collisions" just involves asking ODE to find them for you =) ).
> These kind of operations are actually cheap in ODE, since it
> treats collisions in each space completely separately. The real
> motivation here is not so much for the benefit of using ODE to do
> our sensing for us, but more for letting ODE transform the sensors
> physical position and orientation for us.
> 2. Three Dimensions. Technically phase 1 will be in 3 dimensions but
> the environment will still be 2D (no cliffs or peaks, just flat
> area). I have some ideas on this might be done but i want to save
> it for after we have something working.
> 3. We can replace our bresenham line calculations with a ray that
> goes from the bug to the light and collides with objects and cubes
> of impedance representing environment cells. Then we just add up
> all the impedances from all of the collisions.
>
> Phase 3 and Beyond
>
> 1. Create a whole new concept of actuators. How about giving the
> bugs actual arms, and letting the bugs control joint rotations.
> This will give us a mechanism to allow bugs to grab on to each
> other. We are only limited here by our own imagination.
>
>
> Okay here's some of the bad news about this change, and we can
> discuss
> how important or unimportant these issues are:
>
> 1. The world won't wrap anymore.
> 2. Audio stimuli needs to be rethought, since it won't quite work as
> well anymore. I'm thinking to just represent audio and a sphere
> which radius grows, and we can use the "Sensor Space" of phase 2
> to determine when a bug senses audio. We can use the ray method
> to calculate audio impedances
>
> Tell me what you guys think =)
> Rob
>
>
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