A disappointing end, but an end. I’ve only come so far with my Diet ambitions. I mapped out a lot on paper, but only got as far as creating the first draft of the house map. I found a couple free tilesets that allowed me to create something above the minimal amount of pixel art standards I have for the first phase of Diet (traditional RPG knock off). Here is a screenshot of the initial map:
As far as biogenesis work I have been diligently trying to improve the trainer. The fundamental problems of behavioral complexity lie in two places: the limitations of the current version of NEAT, and the lack of interaction organisms have with the environment. This splits up the work evenly, so the former problem has driven me to isolate the training system and work on it’s own screen allowing me to try all kinds of crazy ideas:
- “plug and play” training scenarios
- formally defining ‘serial’ and ‘parallel’ training scenarios
- using CPPNs and HyperNEAT
- threading out genome training batches, since no genome training depends on another
- defining high level goals and have ANNs only access those functions
- indirect encoding
Only a few of these have been tested since my updates to all the sensors (optimization, improvement). The good news is that, by the time the environment and event systems are in place the new training system will be able to utilize them to their potential.
Lastly, my first attempt at a Ludum Dare will be this weekend. The only thing I have to prepare is what engine I’m going to use. It’s looking like GameMaker, but I’m hoping to gather up the courage and determination to use a more coded approach like pygame or XNA. Results\updates will be posted.
