Creatures neural network

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  • 1. CREATURES Dania Daghstani Esraa saady

2. Our lovely game 3. INSIDE THE CREATURES Neural Network: responsible for the sensory-motor control and learning. Biochemistry:responsible for energy metabolism and hormonal regulation of behavior. 4. CREATURES BIOCHEMISTRY Chemicals Emitters Reactions Receptors 5. CHEMICALS These are just arbitrary numeric labels in the range 0 to 255, each representing a different chemical and each associated with a numeric value representing its current concentration. 6. EMITTERS These chemicals are produced by chemo-emitter objects. 7. RECEPTORS Many parts of the brain and body can have receptors attached, and thus can become responsive to chemical changes. 8. REACTIONS Chemicals undergo transformations as defined by Reaction objects. Example: A + B => C + D Normal reaction with two products A + B => C fusionA => nothing exponential decay 9. CREATURES BRAIN 10. LOBE 0 - DRIVE This lobe holds the current state of the creatures drives (such as hunger, pain, etc). It has 18 cells. Example:Hungry0 : pain 2 : Hunger 9 : Fear Driveperceptionafraid 11. LOBE 1 - GENERAL SENSORY The cells in this lobe define what the norn can currently sense in the environment. It has 32 cells. Example:5 : user has spoken 21 : it has hit me.GeneralPerception 12. LOBE 2 - VERB The Verb lobe is another lobe that is controlled directly by the Creatures executable. Whenever a verb is entered by the user in the speech box of Creatures then the cell associated with this verb will be fired in this lobe. It has 16 cells. Example: 1 : push 7 : drop VerbPerception 13. LOBE 3 - PERCEPTION Perception lobe, which combines several groups of sensory inputs into one place. It has 112 cells. Example: I am near a Grendel it is hitting meI am in painGeneral sensoryverb lobeDrive lobe Verb lobe General Sensory Drive lobePerception lobe 14. LOBE 4 - STIMULUS SOURCE Cells in this lobe are activated directly by the Creatures executable. The lobe has 40 cells - one for each object classification in Creatures. Example: 0 : current norn1 : hand 5 : eggStimulusattention 15. LOBE 5 - NOUN It is another lobe controlled directly by the Creatures executable. The noun lobe will also fire if the user moves the hand over an object and types the command 'look, This causes the cell for that particular object to fire in the noun lobe. It has 40 cells.NounAttention 16. LOBE 6 - ATTENTION Each cell in the attention lobe relates to a particular object. It has 40 cells. 17. LOBE 7 - CONCEPT The Concept lobe is the biggest lobe in a Norn's brain. it has 640 cells.PerceptionconceptDecision 18. LOBE 8 - DECISION Each cell in the decision lobe relates to a particular action that the norn can perform. These actions are the same as the verbs in theverb lobe. It has 16 cells.conceptDecision 19. PARAMETERS OF A NEURON Input types Input gain Rest State State 20. PARAMETERS OF A NEURON Threshold Relaxation Rate SVRule(State-Variable Rule) 21. STATE VARIABLE RULES Random : 0 : chem 5 : plus : state : end. (Stimulus source lobe) State : end. (General sensory lobe) State : plus : type0 : plus : type1 : end. (attention lobe). State : plus :type0 :minus :type1: end. (decision lobe). 22. SOME SVRULES PARAMETERS Type0 Type1 STW: Short-term weight, used to modulate input signals. LTW: Long-term weight. Acts as rest state for STW and provides statistical responseto reinforcement. STW relaxation rate: rate at which STW relaxes back towards LTW. LTW relaxation rate: rate at which LTW rises towards STW. Susceptibility: current susceptibility to reinforcement. Susceptibility relaxation rate: half-life of Susceptibility parameter. Strength: controls dendrite migration. 23. SOME SVRULES PARAMETERS Reinforcement SVRule: expression to compute changes in STW. Susceptibility SVRule: Expression to compute changes in sensitivity to reinforcement. Strength gain SVRule: Expression to compute Strength increase. Strength loss SVRule: Expression to compute atrophy. 24. GENERALIZATIONS 25. CREATURE LEARNING By their parents at birth time. Learning changes in environment by self-observation. Interaction with its peers of same group. 26. REPRODUCTION 27. GENETICS The details of creatures in game such as their brains, biochemistry and appearance. It dictated by virtual genetics using a simulated genome often called Digital DNA. 28. GENOMES CONTENT brain information (lobes, and the dendrites and neurons they contain) chemical reactions and half-lives (norns can become immortal and such things when these mutate) concentrations of chemicals in the bloodstream at birth biochemistry workings (receptors, emitters) creature appearance, pigments and gait, among other things. 29. LIFE STAGE 30. Thank you