Skip to content

Repository files navigation

Frog Evolution

Games and Artificial Intelligence Techniques Assignment 2

Students: Michael Dann and Jayden Ivanovic

Known issues

Since the main focus of this assignment was machine learning, we did not spend as much time polishing the actual game as we did for assignment 1. As such, there are still a few issues / bugs we haven't fixed:

  • The tree placement genetic algorithm occasionally spawns trees in the middle of lakes.
  • The enemy frog occasionally gets trapped in a corner by both snakes.
  • The frog never dies

If you're a student from Games and AI Techniques, please note that Jayden and I created this project many years ago in a much older Unity version. I haven't bothered fixing all the warnings about deprecated method calls and such yet, and I can guarantee that some aspects of the code are not best practice!

Report

Please refer to the file "Report.pdf" for our write up of the game.

Running the game

To run the full game that we created for the second assignment, please open the scene "MenuA2" in Unity.

When clicking play you will be presented with a loading screen. The game takes a while to initialize as the GA is generating the positions for a number of trees and flowers.

Flies can be selected by left clicking with the mouse and dragging the box over the flies you wish to move. Additionally, if you hit the numbers 1, 2, 3, 4 and 5 you will subselect that many flies based on their proximity to the current mouse position. For example, if you have 5 flies selected and press 1, you will select the closest fly to your mouse position and the others will be unselected.

Flies get points when hovering around the trees with flowers/apples (white/red trees). Return your flies to the tree in the center in order to return these points. For every 100 points you return a new fly will be spawned.

Training mode

To see our setup for training the enemy frog, please open the "Training" scene.

Since training the frogs takes quite some time, we have included some pre-trained populations for demonstration purposes. To toggle between the various sample populations, click on the "GAController" GameObject and set the "Load Epoch" parameter in the "GAFrog Controller" script to a value in the set {0, 100, 200, ... , 2000} before launching the scene. (The program saves the population after every epoch but we only included multiples of 100 to keep the project's file size down.)

To train from scratch, clear out the "Load Path" parameter on the "GAController" GameObject.

Main scripts

There are a LOT of script components in our project, and many of them are not particularly relevant to assignment 2. The most important scripts for this assignment are as follows -

Main game:

  • Assets/Scripts/DragSelectFlies.cs
  • Assets/Scripts/FlyPlayerInfo.cs

Tree placement:

  • Assets/Scripts/GeneticAlgs/GAController.cs
  • Assets/Scripts/GenerateFoodTrees.cs

Frog training:

  • Assets/Scripts/GeneticAlgs/GAFrogController.cs
  • Assets/Scripts/ManagePen.cs
  • Assets/Scripts/NeuralNet.cs
  • Assets/Scripts/Steering/NeuralNetSteering.cs

Based on Justin's feedback from the first assignment, we avoided using GetComponent in code segments that get called every frame. However, we did not go back and fix all the GetComponents in the first assignment's code because there were sooo many and we weren't experiencing any serious frame rate issues (yet). This was a definitely a lesson learned for the next major Unity project that either of us write!

About

No description, website, or topics provided.

Resources

Stars

1 star

Watchers

1 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Add copy buttons to all
 blocks
(function() {
function addCopyButtons() {
document.querySelectorAll('pre code').forEach(function(codeBlock) {
if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;
codeBlock.parentElement.setAttribute('data-copy-added', 'true');
var btn = document.createElement('button');
btn.textContent = 'Copy';
btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';
btn.onmouseover = function() { this.style.opacity = '1'; };
btn.onmouseout = function() { this.style.opacity = '0.7'; };
btn.onclick = function() {
navigator.clipboard.writeText(codeBlock.textContent).then(function() {
btn.textContent = 'Copied!';
setTimeout(function() { btn.textContent = 'Copy'; }, 1500);
});
};
codeBlock.parentElement.style.position = 'relative';
codeBlock.parentElement.appendChild(btn);
});
}
addCopyButtons();
// Re-run on dynamic content
var observer = new MutationObserver(addCopyButtons);
observer.observe(document.body, { childList: true, subtree: true });
})();
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
GitHub - mchldann/FrogEvolution · GitHub
Skip to content

Repository files navigation

Frog Evolution

Games and Artificial Intelligence Techniques Assignment 2

Students: Michael Dann and Jayden Ivanovic

Known issues

Since the main focus of this assignment was machine learning, we did not spend as much time polishing the actual game as we did for assignment 1. As such, there are still a few issues / bugs we haven't fixed:

  • The tree placement genetic algorithm occasionally spawns trees in the middle of lakes.
  • The enemy frog occasionally gets trapped in a corner by both snakes.
  • The frog never dies

If you're a student from Games and AI Techniques, please note that Jayden and I created this project many years ago in a much older Unity version. I haven't bothered fixing all the warnings about deprecated method calls and such yet, and I can guarantee that some aspects of the code are not best practice!

Report

Please refer to the file "Report.pdf" for our write up of the game.

Running the game

To run the full game that we created for the second assignment, please open the scene "MenuA2" in Unity.

When clicking play you will be presented with a loading screen. The game takes a while to initialize as the GA is generating the positions for a number of trees and flowers.

Flies can be selected by left clicking with the mouse and dragging the box over the flies you wish to move. Additionally, if you hit the numbers 1, 2, 3, 4 and 5 you will subselect that many flies based on their proximity to the current mouse position. For example, if you have 5 flies selected and press 1, you will select the closest fly to your mouse position and the others will be unselected.

Flies get points when hovering around the trees with flowers/apples (white/red trees). Return your flies to the tree in the center in order to return these points. For every 100 points you return a new fly will be spawned.

Training mode

To see our setup for training the enemy frog, please open the "Training" scene.

Since training the frogs takes quite some time, we have included some pre-trained populations for demonstration purposes. To toggle between the various sample populations, click on the "GAController" GameObject and set the "Load Epoch" parameter in the "GAFrog Controller" script to a value in the set {0, 100, 200, ... , 2000} before launching the scene. (The program saves the population after every epoch but we only included multiples of 100 to keep the project's file size down.)

To train from scratch, clear out the "Load Path" parameter on the "GAController" GameObject.

Main scripts

There are a LOT of script components in our project, and many of them are not particularly relevant to assignment 2. The most important scripts for this assignment are as follows -

Main game:

  • Assets/Scripts/DragSelectFlies.cs
  • Assets/Scripts/FlyPlayerInfo.cs

Tree placement:

  • Assets/Scripts/GeneticAlgs/GAController.cs
  • Assets/Scripts/GenerateFoodTrees.cs

Frog training:

  • Assets/Scripts/GeneticAlgs/GAFrogController.cs
  • Assets/Scripts/ManagePen.cs
  • Assets/Scripts/NeuralNet.cs
  • Assets/Scripts/Steering/NeuralNetSteering.cs

Based on Justin's feedback from the first assignment, we avoided using GetComponent in code segments that get called every frame. However, we did not go back and fix all the GetComponents in the first assignment's code because there were sooo many and we weren't experiencing any serious frame rate issues (yet). This was a definitely a lesson learned for the next major Unity project that either of us write!

About

No description, website, or topics provided.

Resources

Stars

1 star

Watchers

1 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Force GitHub README to respect dark mode (function() { var style = document.createElement('style'); style.textContent = ' .markdown-body { color-scheme: dark light; } .markdown-body pre { background: #161b22 !important; } .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; } .markdown-body table th, .markdown-body table td { border-color: #30363d !important; } .markdown-body img { background: #0d1117; } .markdown-body blockquote { border-left-color: #8b949e; } .markdown-body hr { border-color: #30363d; } '; document.head.appendChild(style); })(); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' GitHub - mchldann/FrogEvolution · GitHub
Skip to content

Repository files navigation

Frog Evolution

Games and Artificial Intelligence Techniques Assignment 2

Students: Michael Dann and Jayden Ivanovic

Known issues

Since the main focus of this assignment was machine learning, we did not spend as much time polishing the actual game as we did for assignment 1. As such, there are still a few issues / bugs we haven't fixed:

  • The tree placement genetic algorithm occasionally spawns trees in the middle of lakes.
  • The enemy frog occasionally gets trapped in a corner by both snakes.
  • The frog never dies

If you're a student from Games and AI Techniques, please note that Jayden and I created this project many years ago in a much older Unity version. I haven't bothered fixing all the warnings about deprecated method calls and such yet, and I can guarantee that some aspects of the code are not best practice!

Report

Please refer to the file "Report.pdf" for our write up of the game.

Running the game

To run the full game that we created for the second assignment, please open the scene "MenuA2" in Unity.

When clicking play you will be presented with a loading screen. The game takes a while to initialize as the GA is generating the positions for a number of trees and flowers.

Flies can be selected by left clicking with the mouse and dragging the box over the flies you wish to move. Additionally, if you hit the numbers 1, 2, 3, 4 and 5 you will subselect that many flies based on their proximity to the current mouse position. For example, if you have 5 flies selected and press 1, you will select the closest fly to your mouse position and the others will be unselected.

Flies get points when hovering around the trees with flowers/apples (white/red trees). Return your flies to the tree in the center in order to return these points. For every 100 points you return a new fly will be spawned.

Training mode

To see our setup for training the enemy frog, please open the "Training" scene.

Since training the frogs takes quite some time, we have included some pre-trained populations for demonstration purposes. To toggle between the various sample populations, click on the "GAController" GameObject and set the "Load Epoch" parameter in the "GAFrog Controller" script to a value in the set {0, 100, 200, ... , 2000} before launching the scene. (The program saves the population after every epoch but we only included multiples of 100 to keep the project's file size down.)

To train from scratch, clear out the "Load Path" parameter on the "GAController" GameObject.

Main scripts

There are a LOT of script components in our project, and many of them are not particularly relevant to assignment 2. The most important scripts for this assignment are as follows -

Main game:

  • Assets/Scripts/DragSelectFlies.cs
  • Assets/Scripts/FlyPlayerInfo.cs

Tree placement:

  • Assets/Scripts/GeneticAlgs/GAController.cs
  • Assets/Scripts/GenerateFoodTrees.cs

Frog training:

  • Assets/Scripts/GeneticAlgs/GAFrogController.cs
  • Assets/Scripts/ManagePen.cs
  • Assets/Scripts/NeuralNet.cs
  • Assets/Scripts/Steering/NeuralNetSteering.cs

Based on Justin's feedback from the first assignment, we avoided using GetComponent in code segments that get called every frame. However, we did not go back and fix all the GetComponents in the first assignment's code because there were sooo many and we weren't experiencing any serious frame rate issues (yet). This was a definitely a lesson learned for the next major Unity project that either of us write!

About

No description, website, or topics provided.

Resources

Stars

1 star

Watchers

1 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Highlight search terms from Google/DuckDuckGo/Bing referrer (function() { var ref = document.referrer; var terms = []; if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) { var url = new URL(ref); var q = url.searchParams.get('q') || url.searchParams.get('p'); if (q) { terms = q.split(/\s+/).filter(function(t) { return t.length > 2; }); } } if (terms.length === 0) return; var style = document.createElement('style'); style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }'; document.head.appendChild(style); function highlight(node) { if (node.nodeType === 3) { // text node var text = node.textContent; var found = false; terms.forEach(function(term) { var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\]\\]/g, '\\') + ')', 'gi'); if (regex.test(text)) { found = true; var frag = document.createDocumentFragment(); var parts = text.split(regex); parts.forEach(function(part, i) { if (i % 2 === 0) { frag.appendChild(document.createTextNode(part)); } else { var span = document.createElement('span'); span.className = 'userscript-highlight'; span.textContent = part; frag.appendChild(span); } }); node.parentNode.replaceChild(frag, node); } }); } else if (node.nodeType === 1 && node.childNodes) { // element var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT']; if (!skipTags.includes(node.tagName)) { Array.from(node.childNodes).forEach(highlight); } } } highlight(document.body); // Re-highlight on dynamic content var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1 || node.nodeType === 3) highlight(node); }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' GitHub - mchldann/FrogEvolution · GitHub
Skip to content

Repository files navigation

Frog Evolution

Games and Artificial Intelligence Techniques Assignment 2

Students: Michael Dann and Jayden Ivanovic

Known issues

Since the main focus of this assignment was machine learning, we did not spend as much time polishing the actual game as we did for assignment 1. As such, there are still a few issues / bugs we haven't fixed:

  • The tree placement genetic algorithm occasionally spawns trees in the middle of lakes.
  • The enemy frog occasionally gets trapped in a corner by both snakes.
  • The frog never dies

If you're a student from Games and AI Techniques, please note that Jayden and I created this project many years ago in a much older Unity version. I haven't bothered fixing all the warnings about deprecated method calls and such yet, and I can guarantee that some aspects of the code are not best practice!

Report

Please refer to the file "Report.pdf" for our write up of the game.

Running the game

To run the full game that we created for the second assignment, please open the scene "MenuA2" in Unity.

When clicking play you will be presented with a loading screen. The game takes a while to initialize as the GA is generating the positions for a number of trees and flowers.

Flies can be selected by left clicking with the mouse and dragging the box over the flies you wish to move. Additionally, if you hit the numbers 1, 2, 3, 4 and 5 you will subselect that many flies based on their proximity to the current mouse position. For example, if you have 5 flies selected and press 1, you will select the closest fly to your mouse position and the others will be unselected.

Flies get points when hovering around the trees with flowers/apples (white/red trees). Return your flies to the tree in the center in order to return these points. For every 100 points you return a new fly will be spawned.

Training mode

To see our setup for training the enemy frog, please open the "Training" scene.

Since training the frogs takes quite some time, we have included some pre-trained populations for demonstration purposes. To toggle between the various sample populations, click on the "GAController" GameObject and set the "Load Epoch" parameter in the "GAFrog Controller" script to a value in the set {0, 100, 200, ... , 2000} before launching the scene. (The program saves the population after every epoch but we only included multiples of 100 to keep the project's file size down.)

To train from scratch, clear out the "Load Path" parameter on the "GAController" GameObject.

Main scripts

There are a LOT of script components in our project, and many of them are not particularly relevant to assignment 2. The most important scripts for this assignment are as follows -

Main game:

  • Assets/Scripts/DragSelectFlies.cs
  • Assets/Scripts/FlyPlayerInfo.cs

Tree placement:

  • Assets/Scripts/GeneticAlgs/GAController.cs
  • Assets/Scripts/GenerateFoodTrees.cs

Frog training:

  • Assets/Scripts/GeneticAlgs/GAFrogController.cs
  • Assets/Scripts/ManagePen.cs
  • Assets/Scripts/NeuralNet.cs
  • Assets/Scripts/Steering/NeuralNetSteering.cs

Based on Justin's feedback from the first assignment, we avoided using GetComponent in code segments that get called every frame. However, we did not go back and fix all the GetComponents in the first assignment's code because there were sooo many and we weren't experiencing any serious frame rate issues (yet). This was a definitely a lesson learned for the next major Unity project that either of us write!

About

No description, website, or topics provided.

Resources

Stars

1 star

Watchers

1 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Strip utm_, fbclid, gclid, etc. from all links on page (function() { var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content', 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid', 'ref', 'ref_src', 'source', 'medium', 'campaign']; function cleanUrl(url) { try { var u = new URL(url, window.location.origin); var changed = false; trackingParams.forEach(function(p) { if (u.searchParams.has(p)) { u.searchParams.delete(p); changed = true; } }); return changed ? u.toString() : url; } catch (e) { return url; } } function cleanLinks() { document.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } cleanLinks(); var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1) { if (node.tagName === 'A') cleanLinks(); node.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + ' GitHub - mchldann/FrogEvolution · GitHub
Skip to content

Repository files navigation

Frog Evolution

Games and Artificial Intelligence Techniques Assignment 2

Students: Michael Dann and Jayden Ivanovic

Known issues

Since the main focus of this assignment was machine learning, we did not spend as much time polishing the actual game as we did for assignment 1. As such, there are still a few issues / bugs we haven't fixed:

  • The tree placement genetic algorithm occasionally spawns trees in the middle of lakes.
  • The enemy frog occasionally gets trapped in a corner by both snakes.
  • The frog never dies

If you're a student from Games and AI Techniques, please note that Jayden and I created this project many years ago in a much older Unity version. I haven't bothered fixing all the warnings about deprecated method calls and such yet, and I can guarantee that some aspects of the code are not best practice!

Report

Please refer to the file "Report.pdf" for our write up of the game.

Running the game

To run the full game that we created for the second assignment, please open the scene "MenuA2" in Unity.

When clicking play you will be presented with a loading screen. The game takes a while to initialize as the GA is generating the positions for a number of trees and flowers.

Flies can be selected by left clicking with the mouse and dragging the box over the flies you wish to move. Additionally, if you hit the numbers 1, 2, 3, 4 and 5 you will subselect that many flies based on their proximity to the current mouse position. For example, if you have 5 flies selected and press 1, you will select the closest fly to your mouse position and the others will be unselected.

Flies get points when hovering around the trees with flowers/apples (white/red trees). Return your flies to the tree in the center in order to return these points. For every 100 points you return a new fly will be spawned.

Training mode

To see our setup for training the enemy frog, please open the "Training" scene.

Since training the frogs takes quite some time, we have included some pre-trained populations for demonstration purposes. To toggle between the various sample populations, click on the "GAController" GameObject and set the "Load Epoch" parameter in the "GAFrog Controller" script to a value in the set {0, 100, 200, ... , 2000} before launching the scene. (The program saves the population after every epoch but we only included multiples of 100 to keep the project's file size down.)

To train from scratch, clear out the "Load Path" parameter on the "GAController" GameObject.

Main scripts

There are a LOT of script components in our project, and many of them are not particularly relevant to assignment 2. The most important scripts for this assignment are as follows -

Main game:

  • Assets/Scripts/DragSelectFlies.cs
  • Assets/Scripts/FlyPlayerInfo.cs

Tree placement:

  • Assets/Scripts/GeneticAlgs/GAController.cs
  • Assets/Scripts/GenerateFoodTrees.cs

Frog training:

  • Assets/Scripts/GeneticAlgs/GAFrogController.cs
  • Assets/Scripts/ManagePen.cs
  • Assets/Scripts/NeuralNet.cs
  • Assets/Scripts/Steering/NeuralNetSteering.cs

Based on Justin's feedback from the first assignment, we avoided using GetComponent in code segments that get called every frame. However, we did not go back and fix all the GetComponents in the first assignment's code because there were sooo many and we weren't experiencing any serious frame rate issues (yet). This was a definitely a lesson learned for the next major Unity project that either of us write!

About

No description, website, or topics provided.

Resources

Stars

1 star

Watchers

1 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Auto-enable theater mode on YouTube (function() { function tryTheater() { var btn = document.querySelector('button[aria-label="Theater mode"], ytd-player #player button[title="Theater mode"]'); if (btn && !btn.classList.contains('activated')) { btn.click(); } } // Try immediately tryTheater(); // Try after navigation (SPA) var lastUrl = location.href; setInterval(function() { if (location.href !== lastUrl) { lastUrl = location.href; setTimeout(tryTheater, 500); } }, 1000); // Also try on player load var observer = new MutationObserver(tryTheater); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' GitHub - mchldann/FrogEvolution · GitHub
Skip to content

Repository files navigation

Frog Evolution

Games and Artificial Intelligence Techniques Assignment 2

Students: Michael Dann and Jayden Ivanovic

Known issues

Since the main focus of this assignment was machine learning, we did not spend as much time polishing the actual game as we did for assignment 1. As such, there are still a few issues / bugs we haven't fixed:

  • The tree placement genetic algorithm occasionally spawns trees in the middle of lakes.
  • The enemy frog occasionally gets trapped in a corner by both snakes.
  • The frog never dies

If you're a student from Games and AI Techniques, please note that Jayden and I created this project many years ago in a much older Unity version. I haven't bothered fixing all the warnings about deprecated method calls and such yet, and I can guarantee that some aspects of the code are not best practice!

Report

Please refer to the file "Report.pdf" for our write up of the game.

Running the game

To run the full game that we created for the second assignment, please open the scene "MenuA2" in Unity.

When clicking play you will be presented with a loading screen. The game takes a while to initialize as the GA is generating the positions for a number of trees and flowers.

Flies can be selected by left clicking with the mouse and dragging the box over the flies you wish to move. Additionally, if you hit the numbers 1, 2, 3, 4 and 5 you will subselect that many flies based on their proximity to the current mouse position. For example, if you have 5 flies selected and press 1, you will select the closest fly to your mouse position and the others will be unselected.

Flies get points when hovering around the trees with flowers/apples (white/red trees). Return your flies to the tree in the center in order to return these points. For every 100 points you return a new fly will be spawned.

Training mode

To see our setup for training the enemy frog, please open the "Training" scene.

Since training the frogs takes quite some time, we have included some pre-trained populations for demonstration purposes. To toggle between the various sample populations, click on the "GAController" GameObject and set the "Load Epoch" parameter in the "GAFrog Controller" script to a value in the set {0, 100, 200, ... , 2000} before launching the scene. (The program saves the population after every epoch but we only included multiples of 100 to keep the project's file size down.)

To train from scratch, clear out the "Load Path" parameter on the "GAController" GameObject.

Main scripts

There are a LOT of script components in our project, and many of them are not particularly relevant to assignment 2. The most important scripts for this assignment are as follows -

Main game:

  • Assets/Scripts/DragSelectFlies.cs
  • Assets/Scripts/FlyPlayerInfo.cs

Tree placement:

  • Assets/Scripts/GeneticAlgs/GAController.cs
  • Assets/Scripts/GenerateFoodTrees.cs

Frog training:

  • Assets/Scripts/GeneticAlgs/GAFrogController.cs
  • Assets/Scripts/ManagePen.cs
  • Assets/Scripts/NeuralNet.cs
  • Assets/Scripts/Steering/NeuralNetSteering.cs

Based on Justin's feedback from the first assignment, we avoided using GetComponent in code segments that get called every frame. However, we did not go back and fix all the GetComponents in the first assignment's code because there were sooo many and we weren't experiencing any serious frame rate issues (yet). This was a definitely a lesson learned for the next major Unity project that either of us write!

About

No description, website, or topics provided.

Resources

Stars

1 star

Watchers

1 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Remove or un-stick sticky/fixed headers that block content (function() { function unstick() { document.querySelectorAll('header, nav, [role="banner"], .header, .navbar, .sticky, .fixed-top, [style*="position: fixed"], [style*="position:sticky"]').forEach(function(el) { if (el.style.position === 'fixed' || el.style.position === 'sticky' || getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') { el.style.position = 'static'; el.style.top = 'auto'; el.style.zIndex = 'auto'; } }); } unstick(); var observer = new MutationObserver(unstick); observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] }); })(); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' GitHub - mchldann/FrogEvolution · GitHub
Skip to content

Repository files navigation

Frog Evolution

Games and Artificial Intelligence Techniques Assignment 2

Students: Michael Dann and Jayden Ivanovic

Known issues

Since the main focus of this assignment was machine learning, we did not spend as much time polishing the actual game as we did for assignment 1. As such, there are still a few issues / bugs we haven't fixed:

  • The tree placement genetic algorithm occasionally spawns trees in the middle of lakes.
  • The enemy frog occasionally gets trapped in a corner by both snakes.
  • The frog never dies

If you're a student from Games and AI Techniques, please note that Jayden and I created this project many years ago in a much older Unity version. I haven't bothered fixing all the warnings about deprecated method calls and such yet, and I can guarantee that some aspects of the code are not best practice!

Report

Please refer to the file "Report.pdf" for our write up of the game.

Running the game

To run the full game that we created for the second assignment, please open the scene "MenuA2" in Unity.

When clicking play you will be presented with a loading screen. The game takes a while to initialize as the GA is generating the positions for a number of trees and flowers.

Flies can be selected by left clicking with the mouse and dragging the box over the flies you wish to move. Additionally, if you hit the numbers 1, 2, 3, 4 and 5 you will subselect that many flies based on their proximity to the current mouse position. For example, if you have 5 flies selected and press 1, you will select the closest fly to your mouse position and the others will be unselected.

Flies get points when hovering around the trees with flowers/apples (white/red trees). Return your flies to the tree in the center in order to return these points. For every 100 points you return a new fly will be spawned.

Training mode

To see our setup for training the enemy frog, please open the "Training" scene.

Since training the frogs takes quite some time, we have included some pre-trained populations for demonstration purposes. To toggle between the various sample populations, click on the "GAController" GameObject and set the "Load Epoch" parameter in the "GAFrog Controller" script to a value in the set {0, 100, 200, ... , 2000} before launching the scene. (The program saves the population after every epoch but we only included multiples of 100 to keep the project's file size down.)

To train from scratch, clear out the "Load Path" parameter on the "GAController" GameObject.

Main scripts

There are a LOT of script components in our project, and many of them are not particularly relevant to assignment 2. The most important scripts for this assignment are as follows -

Main game:

  • Assets/Scripts/DragSelectFlies.cs
  • Assets/Scripts/FlyPlayerInfo.cs

Tree placement:

  • Assets/Scripts/GeneticAlgs/GAController.cs
  • Assets/Scripts/GenerateFoodTrees.cs

Frog training:

  • Assets/Scripts/GeneticAlgs/GAFrogController.cs
  • Assets/Scripts/ManagePen.cs
  • Assets/Scripts/NeuralNet.cs
  • Assets/Scripts/Steering/NeuralNetSteering.cs

Based on Justin's feedback from the first assignment, we avoided using GetComponent in code segments that get called every frame. However, we did not go back and fix all the GetComponents in the first assignment's code because there were sooo many and we weren't experiencing any serious frame rate issues (yet). This was a definitely a lesson learned for the next major Unity project that either of us write!

About

No description, website, or topics provided.

Resources

Stars

1 star

Watchers

1 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Universal Dark Mode - works on any site (function() { var enabled = true; function applyDarkMode() { if (!enabled) return; // Create style element if it doesn't exist var style = document.getElementById('universal-dark-mode-style'); if (!style) { style = document.createElement('style'); style.id = 'universal-dark-mode-style'; document.head.appendChild(style); } // Dark mode CSS - inverts colors but preserves images/video style.textContent = ' /* Invert everything except media */ html { filter: invert(1) hue-rotate(180deg) !important; background: #1a1a2e !important; } /* Restore images, videos, iframes, canvas */ img, video, iframe, canvas, svg, picture, [style*="background-image"] { filter: invert(1) hue-rotate(180deg) !important; } /* Preserve specific elements that should not be inverted */ .no-dark-mode, .no-dark-mode *, [data-theme="light"], [data-theme="light"], .ace_editor, .ace_editor *, .CodeMirror, .CodeMirror *, .monaco-editor, .monaco-editor *, .markdown-body pre, .markdown-body pre *, .highlight, .highlight *, pre code, pre code * { filter: none !important; } /* Fix common UI elements */ .modal, .popup, .dropdown-menu, .tooltip, .popover { filter: invert(1) hue-rotate(180deg) !important; background: #2d2d44 !important; border-color: #444 !important; } /* Scrollbars */ ::-webkit-scrollbar { background: #1a1a2e !important; } ::-webkit-scrollbar-thumb { background: #444 !important; } ::-webkit-scrollbar-thumb:hover { background: #555 !important; } /* Selection */ ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; } ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; } '; } function removeDarkMode() { var style = document.getElementById('universal-dark-mode-style'); if (style) style.remove(); } // Toggle with Alt+Shift+D document.addEventListener('keydown', function(e) { if (e.altKey && e.shiftKey && e.key === 'D') { e.preventDefault(); enabled = !enabled; if (enabled) { applyDarkMode(); console.log('[Universal Dark Mode] Enabled'); } else { removeDarkMode(); console.log('[Universal Dark Mode] Disabled'); } } }); // Apply on load applyDarkMode(); // Re-apply on dynamic content var observer = new MutationObserver(function(mutations) { if (enabled && !document.getElementById('universal-dark-mode-style')) { applyDarkMode(); } }); observer.observe(document.head, { childList: true }); console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle'); })(); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })(); GitHub - mchldann/FrogEvolution · GitHub
Skip to content

Repository files navigation

Frog Evolution

Games and Artificial Intelligence Techniques Assignment 2

Students: Michael Dann and Jayden Ivanovic

Known issues

Since the main focus of this assignment was machine learning, we did not spend as much time polishing the actual game as we did for assignment 1. As such, there are still a few issues / bugs we haven't fixed:

  • The tree placement genetic algorithm occasionally spawns trees in the middle of lakes.
  • The enemy frog occasionally gets trapped in a corner by both snakes.
  • The frog never dies

If you're a student from Games and AI Techniques, please note that Jayden and I created this project many years ago in a much older Unity version. I haven't bothered fixing all the warnings about deprecated method calls and such yet, and I can guarantee that some aspects of the code are not best practice!

Report

Please refer to the file "Report.pdf" for our write up of the game.

Running the game

To run the full game that we created for the second assignment, please open the scene "MenuA2" in Unity.

When clicking play you will be presented with a loading screen. The game takes a while to initialize as the GA is generating the positions for a number of trees and flowers.

Flies can be selected by left clicking with the mouse and dragging the box over the flies you wish to move. Additionally, if you hit the numbers 1, 2, 3, 4 and 5 you will subselect that many flies based on their proximity to the current mouse position. For example, if you have 5 flies selected and press 1, you will select the closest fly to your mouse position and the others will be unselected.

Flies get points when hovering around the trees with flowers/apples (white/red trees). Return your flies to the tree in the center in order to return these points. For every 100 points you return a new fly will be spawned.

Training mode

To see our setup for training the enemy frog, please open the "Training" scene.

Since training the frogs takes quite some time, we have included some pre-trained populations for demonstration purposes. To toggle between the various sample populations, click on the "GAController" GameObject and set the "Load Epoch" parameter in the "GAFrog Controller" script to a value in the set {0, 100, 200, ... , 2000} before launching the scene. (The program saves the population after every epoch but we only included multiples of 100 to keep the project's file size down.)

To train from scratch, clear out the "Load Path" parameter on the "GAController" GameObject.

Main scripts

There are a LOT of script components in our project, and many of them are not particularly relevant to assignment 2. The most important scripts for this assignment are as follows -

Main game:

  • Assets/Scripts/DragSelectFlies.cs
  • Assets/Scripts/FlyPlayerInfo.cs

Tree placement:

  • Assets/Scripts/GeneticAlgs/GAController.cs
  • Assets/Scripts/GenerateFoodTrees.cs

Frog training:

  • Assets/Scripts/GeneticAlgs/GAFrogController.cs
  • Assets/Scripts/ManagePen.cs
  • Assets/Scripts/NeuralNet.cs
  • Assets/Scripts/Steering/NeuralNetSteering.cs

Based on Justin's feedback from the first assignment, we avoided using GetComponent in code segments that get called every frame. However, we did not go back and fix all the GetComponents in the first assignment's code because there were sooo many and we weren't experiencing any serious frame rate issues (yet). This was a definitely a lesson learned for the next major Unity project that either of us write!

About

No description, website, or topics provided.

Resources

Stars

1 star

Watchers

1 watching

Forks

Releases

Packages

Used by

Contributors

Languages