Jon's posts

13 posts found

Version 1.6 Released

  By: Jon on Dec. 28, 2020, 9:41 p.m.

New Features
- Exposing Exp, Log, and Negate nodes

Math Nodes
- Fix computation of output dimension

Graph
- Fix execution crash when a graph component fails to parse

Unreal
- Support for 4.26
- SmartEngineAssetStore::LoadObjec…

Blog Post: In-depth integration of SmartEngine in Unity, part 2

  By: Jon on Dec. 1, 2020, 9:15 p.m.

Part 2 of 2 looking at the ball balancing Unity example project. This post goes in depth about the genetic trainer used.

Blog Post: In-depth integration of SmartEngine in Unity, part 1

  By: Jon on Nov. 4, 2020, 9:34 p.m.

This is part one of a look at the ball balancing Unity example project. The post walks through the code and thought process, step by step.

Building a Ball Balancing AI in Unity, Part 1

Blog Post: Introduction to machine learning in games

  By: Jon on Nov. 4, 2020, 9:32 p.m.

This post gives a high level overview of how machine learning can help make your game awesome.

A Gentle Introduction to Machine Learning for Games

Version 1.5 Released

  By: Jon on Nov. 2, 2020, 12:55 a.m.

Features
- Adding new 'Extract', 'Length', and 'Rotate2D' nodes

Graph
- Warn when graph requires stepping but the definition does not contain a SequenceLength parameter

Graph Manager
- Models are no longer unregistered when the last co…

Version 1.4 Released

  By: Jon on Sept. 13, 2020, 11 p.m.

New Features
- Graph components can now bind inputs from the parent graph. A new node type (ComponentInput) can be inserted into a component graph. This can be dynamically bound by the parent graph, allowing the component to be placed anywhere i…

Version 1.3 Released

  By: Jon on Aug. 24, 2020, 7:04 p.m.

New Features
- Exposing two engine settings. One to control the number of threads and another to control the GPU workload size. Controlling the thread count is useful for optimizing performance when running many game instances on the same machin…

Minor version 1.2.3

  By: Jon on Aug. 8, 2020, 11:08 p.m.

Genetic Trainer
- Improved gene swap algorithm

Unreal
- Support for Unreal 4.25

Minor version 1.2.2

  By: Jon on July 26, 2020, 9:55 p.m.

GPU
- Improving load times of large graphs

Genetic Trainer
- Fixed bug causing trainer to not deserialize properly. Data previously saved is not corrupt and should now load fine.
- Fixed crash deserializing the trainer when the graph st…

Minor version 1.2.1

  By: Jon on July 21, 2020, 8:25 p.m.

Features
- Adding 'Auto' mutation target to genetic trainer

Genetic Trainer
- Fixed infinite loop when mutating a conv2d layer with bias
- Fixed incorrect logic mutating and swapping conv2d layers
- Fixed bug the sometimes caused mi…

Version 1.2 Released

  By: Jon on July 11, 2020, 11:10 p.m.

Features
- Adding pooling & unpooling layer graph nodes

Activation Node
- Fixing node always outputting a "None" activation

Gradient Descent Trainer
- More fair selection of neurons when there is a wide difference in neuron counts …

Minor version 1.1.1

  By: Jon on June 30, 2020, 10:56 p.m.

Changes
* Fixing conv2d layer mutation when using a genetic trainer.
* Fix issue where conv2d layer would sometimes not serialize.
* Fix Unity resource name generation sometimes leaving off ".bytes".

Version 1.1 Released

  By: Jon on June 30, 2020, 4:50 a.m.

Changes
* Adding GPU graph evaulation / training on Vulkan enabled devices.
* Fixing conv2d / transpose conv2d.
* Conv2d has been pulled out of neuron layer into its own object.
* Fixing bug in Unity scripts where genetic trainer loss would not upda…