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Basic code pieces for NN setup.
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# the layer definition | |
self.linear_relu_stack = nn.Sequential( | |
nn.Linear(11, 13), | |
nn.ReLU(), | |
# nn.Linear(20, 20), | |
# nn.ReLU(), | |
nn.Linear(13,13), | |
nn.ReLU(), | |
nn.Linear(13,8), | |
nn.Sigmoid() | |
) | |
#the inputs ( constructor from storage class) | |
# map to 1 and 2 | |
self.Target: XY = XY(targetx, targety) | |
# map to 3 and 4 | |
self.TargetVel: XY = XY(velocityx, velocityy) | |
# TODO: this may never be necessary as targeting and firing is the primary objective | |
# map to 5, probably not yet needed may never be. | |
self.ReloadTime:float = reloadtime | |
# map to 6 and 7 | |
self.TurretOrientation: Orientation = Orientation(theta, phi) | |
# map tp 8 | |
self.MuzzleVelocity:float = exitvelocity | |
# map to 9 and 10, see i don't remember the outcome of this | |
# but i feel it should work. after countless bits of training data added. | |
# i can see how this would fuck up if exact values were off or there was a precision error | |
# maybe firing should be controlled by something else ? | |
self.MaxTrackSpeed: Orientation = Orientation(maxtrackx, maxtracky) | |
# these are for sigmoid output, any positive value of x will produce between 0.5 and 1.0 as return value | |
# from the sigmoid function. | |
self.OutMin = 0.5 | |
self.OutMax = 1.0 | |
# this is the number of meters radius that damage still occurs when a projectile lands. | |
# to be used for calculating where a hit will occur. | |
self.SplashRadius:float = splashradius | |
# the outputs | |
self.FireNow = float(firenow) | |
self.RotateClockWise = float(clockwise) | |
self.RotateCClockWise = float(cclockwise) | |
self.MoveUp = float(up) | |
self.Down = float(down) | |
self.OutOfRange = float(oor) | |
self.vspeed = float(vspeed) | |
self.hspeed = float(hspeed) | |
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