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Several changes for smoother results and more control over the NN. #7

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iciclesoft
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Changed mutate to also check if it should mutate at all based on the rate. Changed the mutation rate because of the mentioned mutation-changes. Doubled vehicle.maxforce so it has more control over itself. Changed the border-inputs according to the entire canvas instead of the 50px wide stroke. Lastly I've added a fallback for when almost all vehicles die, which would probably never happen in the current reproduction-rate.

The mutation-changes are mainly so not every reproduced vehicle is mutated (which pretty much was the case). The vehicle.maxforce seems to have quite some impact on the results over time, setting this to an insane amount will get some 100k+ vehicles (framecount) quite easily. The border changes were made so the vehicles don't get stuck in a corner. The fallback is quite useless now, but it would be nice if you want to change the reproduction-rate.

…rate. Doubled vehicle.maxforce so it has more control over itself. Changed the mutation rate because of the mentioned mutation-changes. Changed the border-inputs according to the entire canvas instead of the 50px wide stroke. Lastly I've added a fallback for when almost all vehicles die, which would probably never happen in the current reproduction-rate.
@shiffman
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Hey, these are great changes! Sorry for the confusion (I am still sorting all this out), but can you pull request these changes over at:

https://github.com/CodingTrain/Toy-Neural-Network-JS/tree/master/examples/neuroevolution-steering

I think this will be the permanent place for the example going forward (linked to from here and anywhere else.)

@iciclesoft
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Ok no problem, I've made a new pull-request in that repository:
CodingTrain/Toy-Neural-Network-JS#116

@shiffman
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Great! Closing to move discussion over there. . .

@shiffman shiffman closed this Apr 20, 2018
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