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Overall, the problem comes in that the coding interface to the game is not the best. I write a lot of scripts for myself and for others here. Lot of players have a lot of ideas that just cannot be done in the game with a standard C# script.
Examples: You can't get data from the antenna on what ships are out there. You can't get data from ore detectors on what ore is found. You can't tell if the welders are actually welding something.
That said.... the Modular Encounters Spawner system can make drones that can be good opponents. This is a mod that has a lot more functionality than the programmable block scripts.
My first idea was adaptive suspension/gyros in rovers. I'm sure I can get that working with a perceptron and maybe even run cycles in-game.
Then, I thought convolution would be great with cameras...
Well cameras can't give us images, AND they can't 'see' entities like the turrets can.
Adaptive Suspension : Sure you can manually use programmable block to change suspension parameters, but that isn't AI because its manual. I don't think that can be done by AI because there isn't a way to know wheel revolutions with a suspension. Like I said no values to check.
Motorcycles _might_ work but will be annoying to drive. The best for balance will probably be comparing the cockpit orientation vector vs planetary gravity vector to determine tilt, and changing a hinge or overriding gyros to correct which takes all control away from the driver.
'convolution' has many definitions, so don't know which one you are using.
Cameras in game cannot send images to displays. Cameras _CAN_ see entities though (camera raycast which I can describe). I have a couple of ships where I can pinpoint a moving target and plot out an intercept course by sending numbers to a remote control block.
Inputs are current height, current strength, vessell mass, x, y and z distance from CoM, etc.
Hmm, the more I think about it, the less daunting it is. My activation function will have to be a simple one, though. I'll look at the math we have at our disposal.
Ohohoh, I'm excited. I can build like... one of those automobile test facilities.
A convolution neural network is super fast, yet beefy perceptron... basically. Its purpose is to say what it sees and where in its FOV. Looking at its math, it sort of does convolution in the way that you might understand it.
But, I'll look again at the camera's raycast abilities and see how I can use them.
Keen was working on it at one point, was going to use the sister company GoodAI (I think I got that right) programming, but that seems to have all been swept under the rug.
Ahhh... Ok, here's what I got. All you need to preserve a pereptron are its weight matrices and its target vector, a few bunches of numbers.
I think if I start small, I should be able to save it in the storage string. But, I think I'd rather use custom data, so I can look at it. And i should be able to save some character space using hex instead of decimal. I will have to convert "by hand" tho, since it'll be float values.
What do you think?
I'll start with as few things as possible, and slowly add more till it's 'good enough'. But, I bet I will need to consider of all things that hold storage.