Creatures neural network

Post on 03-Jul-2015

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CREATURES

Dania DaghstaniEsraa saady

Our lovely game

INSIDE THE CREATURES

• Neural Network:

responsible for the sensory-motor control and

learning.

• Biochemistry:

responsible for energy metabolism and hormonal

regulation of behavior.

CREATURES BIOCHEMISTRY

• Chemicals

• Emitters

• Reactions

• Receptors

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.

EMITTERS

• These chemicals are produced by chemo-emitter objects.

RECEPTORS

• Many parts of the brain and body can have receptors attached, and thus can become responsive to chemical changes.

REACTIONS

• Chemicals undergo transformations as defined by Reaction objects.

• Example:

A + B => C + D Normal reaction with two products

A + B => C ‘fusion’

A => nothing exponential decay

CREATURE’S BRAIN

LOBE 0 - DRIVE

• This lobe holds the current state of the creatures drives (such as

hunger, pain, etc).

• It has 18 cells.

• Example: Hungry afraid

0 : pain

2 : Hunger

9 : Fear

Drive perception

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.

General Perception

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

Verb Perception

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 General sensory

it is hitting me verb lobe

I am in pain Drive lobe

Verb lobe

General Sensory

Drive lobe

Perception

lobe

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 norn

1 : hand

5 : egg

Stimulus attention

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.

Noun Attention

LOBE 6 - ATTENTION

• Each cell in the attention lobe relates to a particular object.

• It has 40 cells.

LOBE 7 - CONCEPT

• The Concept lobe is the biggest lobe in a Norn's brain.

• it has 640 cells.

Perception concept Decision

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 the

verb lobe.

• It has 16 cells.

concept Decision

PARAMETERS OF A NEURON

• Input types

• Input gain

• Rest State

• State

PARAMETERS OF A NEURON

• Threshold

• Relaxation Rate

• SVRule(State-Variable Rule)

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).

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 response

to 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.

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.

GENERALIZATIONS

CREATURE LEARNING

• By their parents at birth time.

• Learning changes in environment by self-observation.

• Interaction with its peers of same group.

REPRODUCTION

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.

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.

LIFE STAGE

Thank you