how to make neural logic to train the snake in the game











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-4
down vote

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window.onload=function() {
canv=document.getElementById("gc");
ctx=canv.getContext("2d");
document.addEventListener("keydown",keyPush);
game=setInterval(game,1000/1);
}

gs=15;
grx=80;
gry=40;
tc=40;
b=1;
px=Math.floor(Math.random()*grx);
py=Math.floor(Math.random()*grx);
ax=Math.floor(Math.random()*grx);
ay=Math.floor(Math.random()*gry);
x1=x2=x3=x4=x5=x6=0;
w1=Math.random();
w2=Math.random();
w3=Math.random();
w4=Math.random();
w5=Math.random();
w6=Math.random();
xv=yv=0;
trail=;
tail = 5;
lastpress=0;
right=0;
left=0;
straight=0;
decision=0;
reward=0;

function moveai(decision)
{
switch (decision)
{
case 1:
if (lastpress!=39)
{
xv=-1;yv=0;
}
lastpress=37; //left
break;
case 2:
if (lastpress!=40)
{
xv=0;yv=-1;
}
lastpress=38; //up
break;
case 3:
if (lastpress!=37)
{
xv=1;yv=0;
}
lastpress=39; //right
break;
case 4:
if (lastpress!=38)
{
xv=0;yv=1;
}
lastpress=40; //down
break;
}
}
function directionoffood(direction)
{
right=left=straight=0;
switch (lastpress)
{
case 37:
if (py<ay)
{
left=1;
}
else if (py==ay && ax<px)
{
straight=1;
}
else
{
right=1;
}
break;
case 38:
if (px<ax)
{
right=1;
}
else if (px==ax && ay<py)
{
straight=1;
}
else
{
left=1;
}
break;
case 39:
if (py<ay)
{
right=1;
}
else if (py==ay && ax>px)
{
straight=1;
}
else
{
left=1;
}
break;
case 40:
if (px<ax)
{
left=1;
}
else if (px==ax && py<ay)
{
straight=1;
}
else
{
right=1;
}
break;
}
switch (direction)
{
case "right":
return right;
break;
case "left":
return left;
break;
case "straight":
return straight;
break;
}
}
function colission(direction)
{
straight=right=left=1;
switch (lastpress)
{
case 37:
if (px==0)
{
straight=0;
}
if (py==(gry-1))
{
left=0;
}
if (py==0)
{
right=0;
}
break;
case 38:
if (py==0)
{
straight=0;
}
if (px==(grx-1))
{
right=0;
}
if (px==0)
{
left=0;
}
break;
case 39:
if (px==(grx-1))
{
straight=0;
}
if (py==(gry-1))
{
right=0;
}
if (py==0)
{
left=0;
}
break;
case 40:
if (py==(gry-1))
{
straight=0;
}
if (px==0)
{
right=0;
}
if (px==(grx-1))
{
left=0;
}
break;
}

switch (direction)
{
case "right":
return right;
break;
case "left":
return left;
break;
case "straight":
return straight;
break;
}
}
function ai()
{
x1=directionoffood("straight");
x2=directionoffood("left");
x3=directionoffood("right");
x4=colission("straight");
x5=colission("left");
x6=colission("right");
add=(x1*w1)+(x2*w2)+(x3*w3)+(x4*w4)+(x5*w5)+(x6*w6)+b;
y = 1 / (1 + Math.exp(-add));

//console.log("right" + directionoffood(right));
//console.log("left" + directionoffood(left));
//console.log("straight" + directionoffood(straight));
//console.log("right" + colission(right));
//console.log("left" + colission(left));
//console.log("straight" + colission(straight));
console.log(reward);
}

function nextfood()
{
ax=Math.floor(Math.random()*grx);
ay=Math.floor(Math.random()*gry);
}
function game() {
diff=((px-ax)**2)+((py-ay)**2);
ai();

decision=0;
px+=xv;
py+=yv;
if(px<0) {
clearInterval(game);
}
if(px>grx-1) {
clearInterval(game);
}
if(py<0) {
clearInterval(game);
}
if(py>gry-1) {
clearInterval(game);
}
ctx.fillStyle="white";
ctx.fillRect(0,0,canv.width,canv.height);

ctx.fillStyle="lime";

for(var i=0;i<trail.length;i++) {
ctx.fillRect(trail[i].x*gs,trail[i].y*gs,gs-2,gs-2);

if(trail[i].x==px && trail[i].y==py) { //gameover
// clearInterval(game);
}

}
trail.push({x:px,y:py});
while(trail.length>tail) {
trail.shift();
}

if(ax==px && ay==py) { //growth
tail++;
reward+=10;
nextfood();
}


ctx.fillStyle="red";
ctx.fillRect(ax*gs,ay*gs,gs-2,gs-2);

if (((px-ax)**2)+((py-ay)**2)<diff)
{
reward++;
}
else
{
reward-=1.5;
}
}
function keyPush(evt) {
switch(evt.keyCode) {
case 37:
if (lastpress!=39 && 37)
{
lastpress=37;
xv=-1;yv=0;
}
break;
case 38:
if (lastpress!=40 && 38)
{
lastpress=38;
xv=0;yv=-1;
}
break;
case 39:
if (lastpress!=37 && 39)
{
lastpress=39;
xv=1;yv=0;
}
break;
case 40:
if (lastpress!=38 && 40)
{
lastpress=40;
xv=0;yv=1;
}
break;
}
}

<canvas style="border: 1px solid blue" id="gc" width="1200px" height="600px"></canvas>





So I have created a snake game(where snake eat food and grow bigger)



snippet attached of the full game...



Now I am trying to make the snake an AI so it can eat his food itself...



here's my network



network



now I have an answer to every question at the left side (in 1 or 0) and I know how to do the right part if I have the answers...



I even have a reward function which increases the reward if the step is taken towards the food and decrease it if the step is taken in opposite direction to food.



but I don't know how to do the second part????? <---- this is my question



for now i had created the sigmoid(x1.w1+x2.w2+x3.w3+x4.w4+x5.w5)



where x's are the answer of left side questions and w's are just random no between 1 and 0... the sigmoid gives me either a figure close to 1 or 0.... but what to do now??? plz help cause i am very new to machine learing...



for any other inquiry plz comment...










share|improve this question






















  • Welcome to StackOverflow. Please read and follow the posting guidelines in the help documentation, as suggested when you created this account. On topic, how to ask, and ... the perfect question apply here. StackOverflow is not a design, coding, research, or tutorial resource. However, if you follow whatever resources you find on line, make an honest coding attempt, and run into a problem, you'd have a good example to post.
    – Prune
    Nov 20 at 18:32

















up vote
-4
down vote

favorite















window.onload=function() {
canv=document.getElementById("gc");
ctx=canv.getContext("2d");
document.addEventListener("keydown",keyPush);
game=setInterval(game,1000/1);
}

gs=15;
grx=80;
gry=40;
tc=40;
b=1;
px=Math.floor(Math.random()*grx);
py=Math.floor(Math.random()*grx);
ax=Math.floor(Math.random()*grx);
ay=Math.floor(Math.random()*gry);
x1=x2=x3=x4=x5=x6=0;
w1=Math.random();
w2=Math.random();
w3=Math.random();
w4=Math.random();
w5=Math.random();
w6=Math.random();
xv=yv=0;
trail=;
tail = 5;
lastpress=0;
right=0;
left=0;
straight=0;
decision=0;
reward=0;

function moveai(decision)
{
switch (decision)
{
case 1:
if (lastpress!=39)
{
xv=-1;yv=0;
}
lastpress=37; //left
break;
case 2:
if (lastpress!=40)
{
xv=0;yv=-1;
}
lastpress=38; //up
break;
case 3:
if (lastpress!=37)
{
xv=1;yv=0;
}
lastpress=39; //right
break;
case 4:
if (lastpress!=38)
{
xv=0;yv=1;
}
lastpress=40; //down
break;
}
}
function directionoffood(direction)
{
right=left=straight=0;
switch (lastpress)
{
case 37:
if (py<ay)
{
left=1;
}
else if (py==ay && ax<px)
{
straight=1;
}
else
{
right=1;
}
break;
case 38:
if (px<ax)
{
right=1;
}
else if (px==ax && ay<py)
{
straight=1;
}
else
{
left=1;
}
break;
case 39:
if (py<ay)
{
right=1;
}
else if (py==ay && ax>px)
{
straight=1;
}
else
{
left=1;
}
break;
case 40:
if (px<ax)
{
left=1;
}
else if (px==ax && py<ay)
{
straight=1;
}
else
{
right=1;
}
break;
}
switch (direction)
{
case "right":
return right;
break;
case "left":
return left;
break;
case "straight":
return straight;
break;
}
}
function colission(direction)
{
straight=right=left=1;
switch (lastpress)
{
case 37:
if (px==0)
{
straight=0;
}
if (py==(gry-1))
{
left=0;
}
if (py==0)
{
right=0;
}
break;
case 38:
if (py==0)
{
straight=0;
}
if (px==(grx-1))
{
right=0;
}
if (px==0)
{
left=0;
}
break;
case 39:
if (px==(grx-1))
{
straight=0;
}
if (py==(gry-1))
{
right=0;
}
if (py==0)
{
left=0;
}
break;
case 40:
if (py==(gry-1))
{
straight=0;
}
if (px==0)
{
right=0;
}
if (px==(grx-1))
{
left=0;
}
break;
}

switch (direction)
{
case "right":
return right;
break;
case "left":
return left;
break;
case "straight":
return straight;
break;
}
}
function ai()
{
x1=directionoffood("straight");
x2=directionoffood("left");
x3=directionoffood("right");
x4=colission("straight");
x5=colission("left");
x6=colission("right");
add=(x1*w1)+(x2*w2)+(x3*w3)+(x4*w4)+(x5*w5)+(x6*w6)+b;
y = 1 / (1 + Math.exp(-add));

//console.log("right" + directionoffood(right));
//console.log("left" + directionoffood(left));
//console.log("straight" + directionoffood(straight));
//console.log("right" + colission(right));
//console.log("left" + colission(left));
//console.log("straight" + colission(straight));
console.log(reward);
}

function nextfood()
{
ax=Math.floor(Math.random()*grx);
ay=Math.floor(Math.random()*gry);
}
function game() {
diff=((px-ax)**2)+((py-ay)**2);
ai();

decision=0;
px+=xv;
py+=yv;
if(px<0) {
clearInterval(game);
}
if(px>grx-1) {
clearInterval(game);
}
if(py<0) {
clearInterval(game);
}
if(py>gry-1) {
clearInterval(game);
}
ctx.fillStyle="white";
ctx.fillRect(0,0,canv.width,canv.height);

ctx.fillStyle="lime";

for(var i=0;i<trail.length;i++) {
ctx.fillRect(trail[i].x*gs,trail[i].y*gs,gs-2,gs-2);

if(trail[i].x==px && trail[i].y==py) { //gameover
// clearInterval(game);
}

}
trail.push({x:px,y:py});
while(trail.length>tail) {
trail.shift();
}

if(ax==px && ay==py) { //growth
tail++;
reward+=10;
nextfood();
}


ctx.fillStyle="red";
ctx.fillRect(ax*gs,ay*gs,gs-2,gs-2);

if (((px-ax)**2)+((py-ay)**2)<diff)
{
reward++;
}
else
{
reward-=1.5;
}
}
function keyPush(evt) {
switch(evt.keyCode) {
case 37:
if (lastpress!=39 && 37)
{
lastpress=37;
xv=-1;yv=0;
}
break;
case 38:
if (lastpress!=40 && 38)
{
lastpress=38;
xv=0;yv=-1;
}
break;
case 39:
if (lastpress!=37 && 39)
{
lastpress=39;
xv=1;yv=0;
}
break;
case 40:
if (lastpress!=38 && 40)
{
lastpress=40;
xv=0;yv=1;
}
break;
}
}

<canvas style="border: 1px solid blue" id="gc" width="1200px" height="600px"></canvas>





So I have created a snake game(where snake eat food and grow bigger)



snippet attached of the full game...



Now I am trying to make the snake an AI so it can eat his food itself...



here's my network



network



now I have an answer to every question at the left side (in 1 or 0) and I know how to do the right part if I have the answers...



I even have a reward function which increases the reward if the step is taken towards the food and decrease it if the step is taken in opposite direction to food.



but I don't know how to do the second part????? <---- this is my question



for now i had created the sigmoid(x1.w1+x2.w2+x3.w3+x4.w4+x5.w5)



where x's are the answer of left side questions and w's are just random no between 1 and 0... the sigmoid gives me either a figure close to 1 or 0.... but what to do now??? plz help cause i am very new to machine learing...



for any other inquiry plz comment...










share|improve this question






















  • Welcome to StackOverflow. Please read and follow the posting guidelines in the help documentation, as suggested when you created this account. On topic, how to ask, and ... the perfect question apply here. StackOverflow is not a design, coding, research, or tutorial resource. However, if you follow whatever resources you find on line, make an honest coding attempt, and run into a problem, you'd have a good example to post.
    – Prune
    Nov 20 at 18:32















up vote
-4
down vote

favorite









up vote
-4
down vote

favorite














window.onload=function() {
canv=document.getElementById("gc");
ctx=canv.getContext("2d");
document.addEventListener("keydown",keyPush);
game=setInterval(game,1000/1);
}

gs=15;
grx=80;
gry=40;
tc=40;
b=1;
px=Math.floor(Math.random()*grx);
py=Math.floor(Math.random()*grx);
ax=Math.floor(Math.random()*grx);
ay=Math.floor(Math.random()*gry);
x1=x2=x3=x4=x5=x6=0;
w1=Math.random();
w2=Math.random();
w3=Math.random();
w4=Math.random();
w5=Math.random();
w6=Math.random();
xv=yv=0;
trail=;
tail = 5;
lastpress=0;
right=0;
left=0;
straight=0;
decision=0;
reward=0;

function moveai(decision)
{
switch (decision)
{
case 1:
if (lastpress!=39)
{
xv=-1;yv=0;
}
lastpress=37; //left
break;
case 2:
if (lastpress!=40)
{
xv=0;yv=-1;
}
lastpress=38; //up
break;
case 3:
if (lastpress!=37)
{
xv=1;yv=0;
}
lastpress=39; //right
break;
case 4:
if (lastpress!=38)
{
xv=0;yv=1;
}
lastpress=40; //down
break;
}
}
function directionoffood(direction)
{
right=left=straight=0;
switch (lastpress)
{
case 37:
if (py<ay)
{
left=1;
}
else if (py==ay && ax<px)
{
straight=1;
}
else
{
right=1;
}
break;
case 38:
if (px<ax)
{
right=1;
}
else if (px==ax && ay<py)
{
straight=1;
}
else
{
left=1;
}
break;
case 39:
if (py<ay)
{
right=1;
}
else if (py==ay && ax>px)
{
straight=1;
}
else
{
left=1;
}
break;
case 40:
if (px<ax)
{
left=1;
}
else if (px==ax && py<ay)
{
straight=1;
}
else
{
right=1;
}
break;
}
switch (direction)
{
case "right":
return right;
break;
case "left":
return left;
break;
case "straight":
return straight;
break;
}
}
function colission(direction)
{
straight=right=left=1;
switch (lastpress)
{
case 37:
if (px==0)
{
straight=0;
}
if (py==(gry-1))
{
left=0;
}
if (py==0)
{
right=0;
}
break;
case 38:
if (py==0)
{
straight=0;
}
if (px==(grx-1))
{
right=0;
}
if (px==0)
{
left=0;
}
break;
case 39:
if (px==(grx-1))
{
straight=0;
}
if (py==(gry-1))
{
right=0;
}
if (py==0)
{
left=0;
}
break;
case 40:
if (py==(gry-1))
{
straight=0;
}
if (px==0)
{
right=0;
}
if (px==(grx-1))
{
left=0;
}
break;
}

switch (direction)
{
case "right":
return right;
break;
case "left":
return left;
break;
case "straight":
return straight;
break;
}
}
function ai()
{
x1=directionoffood("straight");
x2=directionoffood("left");
x3=directionoffood("right");
x4=colission("straight");
x5=colission("left");
x6=colission("right");
add=(x1*w1)+(x2*w2)+(x3*w3)+(x4*w4)+(x5*w5)+(x6*w6)+b;
y = 1 / (1 + Math.exp(-add));

//console.log("right" + directionoffood(right));
//console.log("left" + directionoffood(left));
//console.log("straight" + directionoffood(straight));
//console.log("right" + colission(right));
//console.log("left" + colission(left));
//console.log("straight" + colission(straight));
console.log(reward);
}

function nextfood()
{
ax=Math.floor(Math.random()*grx);
ay=Math.floor(Math.random()*gry);
}
function game() {
diff=((px-ax)**2)+((py-ay)**2);
ai();

decision=0;
px+=xv;
py+=yv;
if(px<0) {
clearInterval(game);
}
if(px>grx-1) {
clearInterval(game);
}
if(py<0) {
clearInterval(game);
}
if(py>gry-1) {
clearInterval(game);
}
ctx.fillStyle="white";
ctx.fillRect(0,0,canv.width,canv.height);

ctx.fillStyle="lime";

for(var i=0;i<trail.length;i++) {
ctx.fillRect(trail[i].x*gs,trail[i].y*gs,gs-2,gs-2);

if(trail[i].x==px && trail[i].y==py) { //gameover
// clearInterval(game);
}

}
trail.push({x:px,y:py});
while(trail.length>tail) {
trail.shift();
}

if(ax==px && ay==py) { //growth
tail++;
reward+=10;
nextfood();
}


ctx.fillStyle="red";
ctx.fillRect(ax*gs,ay*gs,gs-2,gs-2);

if (((px-ax)**2)+((py-ay)**2)<diff)
{
reward++;
}
else
{
reward-=1.5;
}
}
function keyPush(evt) {
switch(evt.keyCode) {
case 37:
if (lastpress!=39 && 37)
{
lastpress=37;
xv=-1;yv=0;
}
break;
case 38:
if (lastpress!=40 && 38)
{
lastpress=38;
xv=0;yv=-1;
}
break;
case 39:
if (lastpress!=37 && 39)
{
lastpress=39;
xv=1;yv=0;
}
break;
case 40:
if (lastpress!=38 && 40)
{
lastpress=40;
xv=0;yv=1;
}
break;
}
}

<canvas style="border: 1px solid blue" id="gc" width="1200px" height="600px"></canvas>





So I have created a snake game(where snake eat food and grow bigger)



snippet attached of the full game...



Now I am trying to make the snake an AI so it can eat his food itself...



here's my network



network



now I have an answer to every question at the left side (in 1 or 0) and I know how to do the right part if I have the answers...



I even have a reward function which increases the reward if the step is taken towards the food and decrease it if the step is taken in opposite direction to food.



but I don't know how to do the second part????? <---- this is my question



for now i had created the sigmoid(x1.w1+x2.w2+x3.w3+x4.w4+x5.w5)



where x's are the answer of left side questions and w's are just random no between 1 and 0... the sigmoid gives me either a figure close to 1 or 0.... but what to do now??? plz help cause i am very new to machine learing...



for any other inquiry plz comment...










share|improve this question
















window.onload=function() {
canv=document.getElementById("gc");
ctx=canv.getContext("2d");
document.addEventListener("keydown",keyPush);
game=setInterval(game,1000/1);
}

gs=15;
grx=80;
gry=40;
tc=40;
b=1;
px=Math.floor(Math.random()*grx);
py=Math.floor(Math.random()*grx);
ax=Math.floor(Math.random()*grx);
ay=Math.floor(Math.random()*gry);
x1=x2=x3=x4=x5=x6=0;
w1=Math.random();
w2=Math.random();
w3=Math.random();
w4=Math.random();
w5=Math.random();
w6=Math.random();
xv=yv=0;
trail=;
tail = 5;
lastpress=0;
right=0;
left=0;
straight=0;
decision=0;
reward=0;

function moveai(decision)
{
switch (decision)
{
case 1:
if (lastpress!=39)
{
xv=-1;yv=0;
}
lastpress=37; //left
break;
case 2:
if (lastpress!=40)
{
xv=0;yv=-1;
}
lastpress=38; //up
break;
case 3:
if (lastpress!=37)
{
xv=1;yv=0;
}
lastpress=39; //right
break;
case 4:
if (lastpress!=38)
{
xv=0;yv=1;
}
lastpress=40; //down
break;
}
}
function directionoffood(direction)
{
right=left=straight=0;
switch (lastpress)
{
case 37:
if (py<ay)
{
left=1;
}
else if (py==ay && ax<px)
{
straight=1;
}
else
{
right=1;
}
break;
case 38:
if (px<ax)
{
right=1;
}
else if (px==ax && ay<py)
{
straight=1;
}
else
{
left=1;
}
break;
case 39:
if (py<ay)
{
right=1;
}
else if (py==ay && ax>px)
{
straight=1;
}
else
{
left=1;
}
break;
case 40:
if (px<ax)
{
left=1;
}
else if (px==ax && py<ay)
{
straight=1;
}
else
{
right=1;
}
break;
}
switch (direction)
{
case "right":
return right;
break;
case "left":
return left;
break;
case "straight":
return straight;
break;
}
}
function colission(direction)
{
straight=right=left=1;
switch (lastpress)
{
case 37:
if (px==0)
{
straight=0;
}
if (py==(gry-1))
{
left=0;
}
if (py==0)
{
right=0;
}
break;
case 38:
if (py==0)
{
straight=0;
}
if (px==(grx-1))
{
right=0;
}
if (px==0)
{
left=0;
}
break;
case 39:
if (px==(grx-1))
{
straight=0;
}
if (py==(gry-1))
{
right=0;
}
if (py==0)
{
left=0;
}
break;
case 40:
if (py==(gry-1))
{
straight=0;
}
if (px==0)
{
right=0;
}
if (px==(grx-1))
{
left=0;
}
break;
}

switch (direction)
{
case "right":
return right;
break;
case "left":
return left;
break;
case "straight":
return straight;
break;
}
}
function ai()
{
x1=directionoffood("straight");
x2=directionoffood("left");
x3=directionoffood("right");
x4=colission("straight");
x5=colission("left");
x6=colission("right");
add=(x1*w1)+(x2*w2)+(x3*w3)+(x4*w4)+(x5*w5)+(x6*w6)+b;
y = 1 / (1 + Math.exp(-add));

//console.log("right" + directionoffood(right));
//console.log("left" + directionoffood(left));
//console.log("straight" + directionoffood(straight));
//console.log("right" + colission(right));
//console.log("left" + colission(left));
//console.log("straight" + colission(straight));
console.log(reward);
}

function nextfood()
{
ax=Math.floor(Math.random()*grx);
ay=Math.floor(Math.random()*gry);
}
function game() {
diff=((px-ax)**2)+((py-ay)**2);
ai();

decision=0;
px+=xv;
py+=yv;
if(px<0) {
clearInterval(game);
}
if(px>grx-1) {
clearInterval(game);
}
if(py<0) {
clearInterval(game);
}
if(py>gry-1) {
clearInterval(game);
}
ctx.fillStyle="white";
ctx.fillRect(0,0,canv.width,canv.height);

ctx.fillStyle="lime";

for(var i=0;i<trail.length;i++) {
ctx.fillRect(trail[i].x*gs,trail[i].y*gs,gs-2,gs-2);

if(trail[i].x==px && trail[i].y==py) { //gameover
// clearInterval(game);
}

}
trail.push({x:px,y:py});
while(trail.length>tail) {
trail.shift();
}

if(ax==px && ay==py) { //growth
tail++;
reward+=10;
nextfood();
}


ctx.fillStyle="red";
ctx.fillRect(ax*gs,ay*gs,gs-2,gs-2);

if (((px-ax)**2)+((py-ay)**2)<diff)
{
reward++;
}
else
{
reward-=1.5;
}
}
function keyPush(evt) {
switch(evt.keyCode) {
case 37:
if (lastpress!=39 && 37)
{
lastpress=37;
xv=-1;yv=0;
}
break;
case 38:
if (lastpress!=40 && 38)
{
lastpress=38;
xv=0;yv=-1;
}
break;
case 39:
if (lastpress!=37 && 39)
{
lastpress=39;
xv=1;yv=0;
}
break;
case 40:
if (lastpress!=38 && 40)
{
lastpress=40;
xv=0;yv=1;
}
break;
}
}

<canvas style="border: 1px solid blue" id="gc" width="1200px" height="600px"></canvas>





So I have created a snake game(where snake eat food and grow bigger)



snippet attached of the full game...



Now I am trying to make the snake an AI so it can eat his food itself...



here's my network



network



now I have an answer to every question at the left side (in 1 or 0) and I know how to do the right part if I have the answers...



I even have a reward function which increases the reward if the step is taken towards the food and decrease it if the step is taken in opposite direction to food.



but I don't know how to do the second part????? <---- this is my question



for now i had created the sigmoid(x1.w1+x2.w2+x3.w3+x4.w4+x5.w5)



where x's are the answer of left side questions and w's are just random no between 1 and 0... the sigmoid gives me either a figure close to 1 or 0.... but what to do now??? plz help cause i am very new to machine learing...



for any other inquiry plz comment...






window.onload=function() {
canv=document.getElementById("gc");
ctx=canv.getContext("2d");
document.addEventListener("keydown",keyPush);
game=setInterval(game,1000/1);
}

gs=15;
grx=80;
gry=40;
tc=40;
b=1;
px=Math.floor(Math.random()*grx);
py=Math.floor(Math.random()*grx);
ax=Math.floor(Math.random()*grx);
ay=Math.floor(Math.random()*gry);
x1=x2=x3=x4=x5=x6=0;
w1=Math.random();
w2=Math.random();
w3=Math.random();
w4=Math.random();
w5=Math.random();
w6=Math.random();
xv=yv=0;
trail=;
tail = 5;
lastpress=0;
right=0;
left=0;
straight=0;
decision=0;
reward=0;

function moveai(decision)
{
switch (decision)
{
case 1:
if (lastpress!=39)
{
xv=-1;yv=0;
}
lastpress=37; //left
break;
case 2:
if (lastpress!=40)
{
xv=0;yv=-1;
}
lastpress=38; //up
break;
case 3:
if (lastpress!=37)
{
xv=1;yv=0;
}
lastpress=39; //right
break;
case 4:
if (lastpress!=38)
{
xv=0;yv=1;
}
lastpress=40; //down
break;
}
}
function directionoffood(direction)
{
right=left=straight=0;
switch (lastpress)
{
case 37:
if (py<ay)
{
left=1;
}
else if (py==ay && ax<px)
{
straight=1;
}
else
{
right=1;
}
break;
case 38:
if (px<ax)
{
right=1;
}
else if (px==ax && ay<py)
{
straight=1;
}
else
{
left=1;
}
break;
case 39:
if (py<ay)
{
right=1;
}
else if (py==ay && ax>px)
{
straight=1;
}
else
{
left=1;
}
break;
case 40:
if (px<ax)
{
left=1;
}
else if (px==ax && py<ay)
{
straight=1;
}
else
{
right=1;
}
break;
}
switch (direction)
{
case "right":
return right;
break;
case "left":
return left;
break;
case "straight":
return straight;
break;
}
}
function colission(direction)
{
straight=right=left=1;
switch (lastpress)
{
case 37:
if (px==0)
{
straight=0;
}
if (py==(gry-1))
{
left=0;
}
if (py==0)
{
right=0;
}
break;
case 38:
if (py==0)
{
straight=0;
}
if (px==(grx-1))
{
right=0;
}
if (px==0)
{
left=0;
}
break;
case 39:
if (px==(grx-1))
{
straight=0;
}
if (py==(gry-1))
{
right=0;
}
if (py==0)
{
left=0;
}
break;
case 40:
if (py==(gry-1))
{
straight=0;
}
if (px==0)
{
right=0;
}
if (px==(grx-1))
{
left=0;
}
break;
}

switch (direction)
{
case "right":
return right;
break;
case "left":
return left;
break;
case "straight":
return straight;
break;
}
}
function ai()
{
x1=directionoffood("straight");
x2=directionoffood("left");
x3=directionoffood("right");
x4=colission("straight");
x5=colission("left");
x6=colission("right");
add=(x1*w1)+(x2*w2)+(x3*w3)+(x4*w4)+(x5*w5)+(x6*w6)+b;
y = 1 / (1 + Math.exp(-add));

//console.log("right" + directionoffood(right));
//console.log("left" + directionoffood(left));
//console.log("straight" + directionoffood(straight));
//console.log("right" + colission(right));
//console.log("left" + colission(left));
//console.log("straight" + colission(straight));
console.log(reward);
}

function nextfood()
{
ax=Math.floor(Math.random()*grx);
ay=Math.floor(Math.random()*gry);
}
function game() {
diff=((px-ax)**2)+((py-ay)**2);
ai();

decision=0;
px+=xv;
py+=yv;
if(px<0) {
clearInterval(game);
}
if(px>grx-1) {
clearInterval(game);
}
if(py<0) {
clearInterval(game);
}
if(py>gry-1) {
clearInterval(game);
}
ctx.fillStyle="white";
ctx.fillRect(0,0,canv.width,canv.height);

ctx.fillStyle="lime";

for(var i=0;i<trail.length;i++) {
ctx.fillRect(trail[i].x*gs,trail[i].y*gs,gs-2,gs-2);

if(trail[i].x==px && trail[i].y==py) { //gameover
// clearInterval(game);
}

}
trail.push({x:px,y:py});
while(trail.length>tail) {
trail.shift();
}

if(ax==px && ay==py) { //growth
tail++;
reward+=10;
nextfood();
}


ctx.fillStyle="red";
ctx.fillRect(ax*gs,ay*gs,gs-2,gs-2);

if (((px-ax)**2)+((py-ay)**2)<diff)
{
reward++;
}
else
{
reward-=1.5;
}
}
function keyPush(evt) {
switch(evt.keyCode) {
case 37:
if (lastpress!=39 && 37)
{
lastpress=37;
xv=-1;yv=0;
}
break;
case 38:
if (lastpress!=40 && 38)
{
lastpress=38;
xv=0;yv=-1;
}
break;
case 39:
if (lastpress!=37 && 39)
{
lastpress=39;
xv=1;yv=0;
}
break;
case 40:
if (lastpress!=38 && 40)
{
lastpress=40;
xv=0;yv=1;
}
break;
}
}

<canvas style="border: 1px solid blue" id="gc" width="1200px" height="600px"></canvas>





window.onload=function() {
canv=document.getElementById("gc");
ctx=canv.getContext("2d");
document.addEventListener("keydown",keyPush);
game=setInterval(game,1000/1);
}

gs=15;
grx=80;
gry=40;
tc=40;
b=1;
px=Math.floor(Math.random()*grx);
py=Math.floor(Math.random()*grx);
ax=Math.floor(Math.random()*grx);
ay=Math.floor(Math.random()*gry);
x1=x2=x3=x4=x5=x6=0;
w1=Math.random();
w2=Math.random();
w3=Math.random();
w4=Math.random();
w5=Math.random();
w6=Math.random();
xv=yv=0;
trail=;
tail = 5;
lastpress=0;
right=0;
left=0;
straight=0;
decision=0;
reward=0;

function moveai(decision)
{
switch (decision)
{
case 1:
if (lastpress!=39)
{
xv=-1;yv=0;
}
lastpress=37; //left
break;
case 2:
if (lastpress!=40)
{
xv=0;yv=-1;
}
lastpress=38; //up
break;
case 3:
if (lastpress!=37)
{
xv=1;yv=0;
}
lastpress=39; //right
break;
case 4:
if (lastpress!=38)
{
xv=0;yv=1;
}
lastpress=40; //down
break;
}
}
function directionoffood(direction)
{
right=left=straight=0;
switch (lastpress)
{
case 37:
if (py<ay)
{
left=1;
}
else if (py==ay && ax<px)
{
straight=1;
}
else
{
right=1;
}
break;
case 38:
if (px<ax)
{
right=1;
}
else if (px==ax && ay<py)
{
straight=1;
}
else
{
left=1;
}
break;
case 39:
if (py<ay)
{
right=1;
}
else if (py==ay && ax>px)
{
straight=1;
}
else
{
left=1;
}
break;
case 40:
if (px<ax)
{
left=1;
}
else if (px==ax && py<ay)
{
straight=1;
}
else
{
right=1;
}
break;
}
switch (direction)
{
case "right":
return right;
break;
case "left":
return left;
break;
case "straight":
return straight;
break;
}
}
function colission(direction)
{
straight=right=left=1;
switch (lastpress)
{
case 37:
if (px==0)
{
straight=0;
}
if (py==(gry-1))
{
left=0;
}
if (py==0)
{
right=0;
}
break;
case 38:
if (py==0)
{
straight=0;
}
if (px==(grx-1))
{
right=0;
}
if (px==0)
{
left=0;
}
break;
case 39:
if (px==(grx-1))
{
straight=0;
}
if (py==(gry-1))
{
right=0;
}
if (py==0)
{
left=0;
}
break;
case 40:
if (py==(gry-1))
{
straight=0;
}
if (px==0)
{
right=0;
}
if (px==(grx-1))
{
left=0;
}
break;
}

switch (direction)
{
case "right":
return right;
break;
case "left":
return left;
break;
case "straight":
return straight;
break;
}
}
function ai()
{
x1=directionoffood("straight");
x2=directionoffood("left");
x3=directionoffood("right");
x4=colission("straight");
x5=colission("left");
x6=colission("right");
add=(x1*w1)+(x2*w2)+(x3*w3)+(x4*w4)+(x5*w5)+(x6*w6)+b;
y = 1 / (1 + Math.exp(-add));

//console.log("right" + directionoffood(right));
//console.log("left" + directionoffood(left));
//console.log("straight" + directionoffood(straight));
//console.log("right" + colission(right));
//console.log("left" + colission(left));
//console.log("straight" + colission(straight));
console.log(reward);
}

function nextfood()
{
ax=Math.floor(Math.random()*grx);
ay=Math.floor(Math.random()*gry);
}
function game() {
diff=((px-ax)**2)+((py-ay)**2);
ai();

decision=0;
px+=xv;
py+=yv;
if(px<0) {
clearInterval(game);
}
if(px>grx-1) {
clearInterval(game);
}
if(py<0) {
clearInterval(game);
}
if(py>gry-1) {
clearInterval(game);
}
ctx.fillStyle="white";
ctx.fillRect(0,0,canv.width,canv.height);

ctx.fillStyle="lime";

for(var i=0;i<trail.length;i++) {
ctx.fillRect(trail[i].x*gs,trail[i].y*gs,gs-2,gs-2);

if(trail[i].x==px && trail[i].y==py) { //gameover
// clearInterval(game);
}

}
trail.push({x:px,y:py});
while(trail.length>tail) {
trail.shift();
}

if(ax==px && ay==py) { //growth
tail++;
reward+=10;
nextfood();
}


ctx.fillStyle="red";
ctx.fillRect(ax*gs,ay*gs,gs-2,gs-2);

if (((px-ax)**2)+((py-ay)**2)<diff)
{
reward++;
}
else
{
reward-=1.5;
}
}
function keyPush(evt) {
switch(evt.keyCode) {
case 37:
if (lastpress!=39 && 37)
{
lastpress=37;
xv=-1;yv=0;
}
break;
case 38:
if (lastpress!=40 && 38)
{
lastpress=38;
xv=0;yv=-1;
}
break;
case 39:
if (lastpress!=37 && 39)
{
lastpress=39;
xv=1;yv=0;
}
break;
case 40:
if (lastpress!=38 && 40)
{
lastpress=40;
xv=0;yv=1;
}
break;
}
}

<canvas style="border: 1px solid blue" id="gc" width="1200px" height="600px"></canvas>






machine-learning artificial-intelligence






share|improve this question













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asked Nov 20 at 7:45









user10633681

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    – Prune
    Nov 20 at 18:32




















  • Welcome to StackOverflow. Please read and follow the posting guidelines in the help documentation, as suggested when you created this account. On topic, how to ask, and ... the perfect question apply here. StackOverflow is not a design, coding, research, or tutorial resource. However, if you follow whatever resources you find on line, make an honest coding attempt, and run into a problem, you'd have a good example to post.
    – Prune
    Nov 20 at 18:32


















Welcome to StackOverflow. Please read and follow the posting guidelines in the help documentation, as suggested when you created this account. On topic, how to ask, and ... the perfect question apply here. StackOverflow is not a design, coding, research, or tutorial resource. However, if you follow whatever resources you find on line, make an honest coding attempt, and run into a problem, you'd have a good example to post.
– Prune
Nov 20 at 18:32






Welcome to StackOverflow. Please read and follow the posting guidelines in the help documentation, as suggested when you created this account. On topic, how to ask, and ... the perfect question apply here. StackOverflow is not a design, coding, research, or tutorial resource. However, if you follow whatever resources you find on line, make an honest coding attempt, and run into a problem, you'd have a good example to post.
– Prune
Nov 20 at 18:32



















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