Evolving Genetic Neural Network Optimizes Poly Bridge Problems

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  • čas přidán 1. 05. 2024
  • I made a genetic algorithm that can solve and optimize Poly Bridge puzzles with artificial evolution.
    This Project's Source Code:
    github.com/sam-astro/Genetic-...
    Support:
    ● Patreon: / astrosam
    ● Ko-fi: ko-fi.com/astrosam
    ● Monero: 4AAjyAHKnYwCsgJp16v1YeeDPA1Z51QKUfCMWsiCDxkNBFCtbUfDHD7K5sZDrFH2pnGsDAH989XwXdudcoC4iqtVC9QLk8r
    --------------------------------------------------
    Related Links:
    ● Streaming Channel: / @astrosamstreams
    ● Itch.io: astrosam.itch.io/
    ● Github: github.com/sam-astro
    ● Discord Server: / discord
    --------------------------------------------------
    All Music was provided by Epidemic Sound (www.epidemicsound.com)
    --------------------------------------------------
    Chapters:
    0:00 Intro
    0:29 Remaking the game
    2:06 Making genetic alg.
    3:51 Managing agents
    5:26 Calculating fitness
    6:41 Mass, cost, and strength
    7:37 Testing
    7:53 Bug fixes
    8:05 Real training
    8:54 Funny first tries
    9:00 Problems with genetic algs.
    9:33 Outro
    --------------------------------------------------
    This video is not sponsored.
    #programming
    #neuralnetworks
    #unity
    #polybridge3
  • Věda a technologie

Komentáře • 595

  • @senatordodo4240
    @senatordodo4240 Před 9 měsíci +5779

    As Michael reeves put it: "I made a 5 hour long problem into a 2 and a half month long problem, cause I'm a programmer and that's what we do"

    • @eduardokerber2931
      @eduardokerber2931 Před 9 měsíci +264

      but now it can be reused every time you need to solve the 5 hour problem, while taking just 4.5 hours, and it works (almost) every time.

    • @Angel-kr4qo
      @Angel-kr4qo Před 9 měsíci +99

      ​@@eduardokerber2931you captured the minimal worth value programming thinking

    • @MortalWombat1988
      @MortalWombat1988 Před 9 měsíci +124

      HEY! HEY!
      Why did the Java programmer wear glasses?
      Because...he can't C#.
      Thank you, thank you, I'll be here all week.

    • @danimgmd3510
      @danimgmd3510 Před 9 měsíci +4

      not funny

    • @eduardokerber2931
      @eduardokerber2931 Před 9 měsíci +58

      @@danimgmd3510 shortest autobiography ever

  • @packediceisthebestminecraf9007
    @packediceisthebestminecraf9007 Před 9 měsíci +1243

    5:48 I can't believe you really just went "assume a spherical car"

    • @Roset595
      @Roset595 Před 11 dny +7

      Glad someone else caught that 😂

    • @AtroxSM
      @AtroxSM Před 4 dny

      Google “peel trident”

    • @Achridian
      @Achridian Před 3 dny +1

      Physics problems on tests be like

  • @RealCivilEngineerGaming
    @RealCivilEngineerGaming Před 9 měsíci +2217

    Respect for the architect dig ❤

    • @mloxard
      @mloxard Před 9 měsíci +58

      It had to be done

    • @BwompProcessing14
      @BwompProcessing14 Před 8 měsíci +37

      The man himself!

    • @ZedakiahBoyer
      @ZedakiahBoyer Před 8 měsíci +5

      Yo wassup rce love your vids

    • @hfbdbsijenbd
      @hfbdbsijenbd Před 8 měsíci +11

      I like that real engineers treat Civil engineers the same way you treat architects.

    • @craigwhite1202
      @craigwhite1202 Před 8 měsíci +4

      Hi rce love your videos and architects are the worst and honestly my sister wants to be an architect and I want to be an engineer

  • @kerz5383
    @kerz5383 Před 9 měsíci +2459

    2:00 As an engineer i can confirm that architects will show you some magical item/building that defies the laws of physics and expect you to build it.

    • @revwroth3698
      @revwroth3698 Před 9 měsíci +69

      Lol it's kinda telling that MC Escher wanted to be an architect and actually enrolled in a school for architecture and decorative arts.

    • @kerz5383
      @kerz5383 Před 9 měsíci +46

      @@revwroth3698 I can imagine being told to make an escher design. I would die.

    • @revwroth3698
      @revwroth3698 Před 9 měsíci +25

      @@kerz5383 not to mention having to implement building codes, imagine having to design wheelchair ramps for all those staircases. That sounds awful to me and I'm not an engineer.

    • @benruss4130
      @benruss4130 Před 9 měsíci +29

      As an engineer I affirm your statement and would like to add "salesmen" to the list.

    • @Mike-mu7tk
      @Mike-mu7tk Před 9 měsíci +13

      Summoning Real Civil Engineer..

  • @nightartco
    @nightartco Před 9 měsíci +1440

    "But there is a problem, I am way too busy to be playing this right now" - AstroSam
    Also AstroSam:
    recreate the whole game

    • @justinwhite2725
      @justinwhite2725 Před 9 měsíci +57

      'i didn't have time to play polybridge so I recreated polybridge exactly so am AI can simulate it and solve it for me.'

    • @maniacone4499
      @maniacone4499 Před 9 měsíci +35

      @@justinwhite2725 sounds like a normal programmer to me.

    • @cezarcatalin1406
      @cezarcatalin1406 Před 9 měsíci +5

      Well, he was technically busy redoing the whole game and training an AI to solve it.

  • @realtired3670
    @realtired3670 Před 9 měsíci +767

    comically overcomplicating a small issue to solve it in unnecessary and often slower ways gotta be my favorite genre of youtube videos

    • @Terminator85BS
      @Terminator85BS Před 9 měsíci +6

      have you seen Harder Drive by suckerpinch? my absolute favorite when it comes to this

    • @matthewwhiteside4619
      @matthewwhiteside4619 Před 9 měsíci +1

      Would also recommend Harder Drive; Tom7 (suckerpinch) commits horrific crimes against maths and computing.

    • @noahschuler6388
      @noahschuler6388 Před 9 měsíci

      This concept applied to Structural Engineering would be amazing.

    • @oliverwaldock9710
      @oliverwaldock9710 Před 9 měsíci +2

      Just remember 16 hours of coding can save 20 minutes on planning and/or just actually doing it

    • @noahschuler6388
      @noahschuler6388 Před 9 měsíci +1

      @@oliverwaldock9710 If this is done for actual bridges, it'd save a lot of time and money due to optimization.

  • @ojonathan
    @ojonathan Před 9 měsíci +1337

    Damn, nice video! About 7:09: Yours didn't performed like Poly Bridge probably because Poly Bridge has its own custom physics engine, this was done because the Unity3D physics engine is not deterministic, which caused a lot of problems on Poly Bridge 1, not only rerunning the simulation will give you a different result, but game speed also affects the outcome. So for Poly Bridge 2 and on, they're using their own physics engine.

    • @AstroSamDev
      @AstroSamDev  Před 9 měsíci +353

      Yes, I did some research on it and found many differences, so my version is pretty different. One way I get around it not being deterministic is by running the simulation multiple times and taking the mean of the fitness, although this obviously takes more time.

    • @NikoCubeRoot
      @NikoCubeRoot Před 9 měsíci +31

      @@AstroSamDev Part 2 yes no??

    • @lakastusmanatus
      @lakastusmanatus Před 9 měsíci

      ​@@AstroSamDev and for Android

    • @TlalocTemporal
      @TlalocTemporal Před 9 měsíci +11

      Since Polybridge is made in unity, I wonder if some bepin tool could extract enough of the physics engine to implement this as an actual solver.

    • @RobertBleattler
      @RobertBleattler Před 9 měsíci +28

      @@TlalocTemporalsince poly bridge is written in c# you can almost certainly access the physics engine through dependency injection.

  • @RoboxPpls
    @RoboxPpls Před 9 měsíci +386

    "Im way to busy to be playing the game" 0:09
    " To start off im going to need to replicate the entire game" 0:30

    • @justaguy311
      @justaguy311 Před 9 měsíci +18

      yeah bro was so lazy to run 1km that he ran a whole Earth lap 💀

  • @jvsonyt
    @jvsonyt Před 8 měsíci +7

    "I don't have time to play the game, so I spent time to program the game in unity and trained an ai to play it"

  • @rps4400
    @rps4400 Před 9 měsíci +91

    You are like if Real Civil Engineer and CodeBullet had a child and I love it

    • @StephenOwen
      @StephenOwen Před 9 měsíci +5

      I’m instantly going to subscribe to both of those based on this sentence alone 😊

    • @realrane
      @realrane Před 8 měsíci

      your not wrong...

    • @tozzasque
      @tozzasque Před 8 měsíci +1

      Thought the exact same!

    • @darthkarl99
      @darthkarl99 Před 8 měsíci +1

      @@StephenOwen If you like real engineering stuff i would recommend PracticalEngineering too.

  • @masonator__
    @masonator__ Před 9 měsíci +167

    As someone who has played a ton of Poly Bridge, this is very cool! Also, I dunno if this has been clarified yet, but there is a 1:4 ratio between polygrams and unity's mass units.

    • @AstroSamDev
      @AstroSamDev  Před 9 měsíci +69

      Oh I see. Since I recorded the audio, I actually changed the weights a lot, and it seems they actually did almost reflect that. But it is good to know now 😁

    • @masonator__
      @masonator__ Před 9 měsíci +15

      @@AstroSamDev Certainly lol. Also, I don't know how well this can translate into your system, but I might be able to give you the current strengths and weights of each material, along with possibly some models from the game if you plan to make any follow-up videos!

    • @moji3812
      @moji3812 Před 4 měsíci

      Ah ok

  • @hudsonator7259
    @hudsonator7259 Před 9 měsíci +3181

    "now one problem we have is it is indestructible. Clearly it was made by engineers. So in order to fix this, we just need some architects" sounds like real civil engineer
    EDIT: holy shoot 2.1k likes
    I think that's the most I've gotten before thanks a bunch

  • @little_lord_tam
    @little_lord_tam Před 9 měsíci +82

    I like how this AI shows that trial and error can result in so seemingly complex things like the swining bridge that seemed delibertly made while its just the result of failing many times prior. Just like evolution

    • @enderiume8282
      @enderiume8282 Před 9 měsíci +4

      Yeah i really found it beautiful and honestly, i tyink it can really be compared to a very young child, just trial and error the lifd

  • @peptobepto
    @peptobepto Před 9 měsíci +81

    HE’S BACK!!!

  • @ItsVasl
    @ItsVasl Před 9 měsíci +49

    when the world needed him the most, he returned

  • @meriabreadsticks
    @meriabreadsticks Před 9 měsíci +65

    "this bridge is indestructible since it was made with engineers, so we just need need some architects"
    utterly comedic

  • @zetrium_
    @zetrium_ Před 9 měsíci +11

    multiple everything by deltaTime or you're comiting a crime

  • @Rodasboyy
    @Rodasboyy Před 9 měsíci +29

    Around 4:22 wouldn't it be better for visualization and filming purposes to do a 10x10 grid of bridges?

    • @AstroSamDev
      @AstroSamDev  Před 9 měsíci +8

      It actually uses unity's 2d physics system, so having multiple rows moving back in the z axis would overlap collisions, and stacking them vertically could make the ball interfere or bridge pieces.
      The only way to prevent that would be to build extra barriers or delete falling things, which would reduce performance.
      And for visualization, it wouldn't be possible to show all of them at once on screen, and I think just showing a single one evolving gets the point across well.

    • @AstroSamDev
      @AstroSamDev  Před 9 měsíci +7

      To clarify, it would be possible to show them all at once, but they would be too small. And if you were talking only about the video, I wanted to show what the simulation actually looked like.

    • @Rodasboyy
      @Rodasboyy Před 9 měsíci

      @@AstroSamDev I understand!
      Was just a friendly suggestion from someone who gets 0 out of unity
      Thanks for explaining 😁

    • @Rodasboyy
      @Rodasboyy Před 9 měsíci +2

      @@AstroSamDev great video btw!
      I'm always amazed to see NN getting to the hardest and coolest solution and thinking "Hmm , that's perfect" haha

    • @AstroSamDev
      @AstroSamDev  Před 9 měsíci +3

      @@Rodasboyy Thank you!

  • @slice6298
    @slice6298 Před 9 měsíci +12

    6:10 : connecting to all points gives a better bridge
    Meanwhile polybridge players: 😅

    • @b_read6941
      @b_read6941 Před 9 měsíci +1

      Weight!!!!!!! Money!!!!!!!!!!!!!!!!!!!

  • @ancientluck6934
    @ancientluck6934 Před 9 měsíci +13

    The purpose was destroyed by AI holding the car hostage.

  • @WolfsKitten
    @WolfsKitten Před 9 měsíci +15

    i feel robbed, this video kinda ended abruptly, i was expecting to see more out of the evolution and it figuring out different scenarios

  • @MrBuyerman
    @MrBuyerman Před 9 měsíci +5

    Honestly, half this stuff went over my head, but i can totally get on board with the concept of spending 5x as long avoiding doing something than the original task. Fascinating stuff.

  • @WRLDOfSad
    @WRLDOfSad Před 8 dny +2

    My guy really said "if you didn't like the video, dislike it" you deserve my sub

  • @hayleighhill1726
    @hayleighhill1726 Před 9 měsíci +6

    Oh man, you would get along so well with RCE.
    "This bridge is indestructible- clearly it was made by engineers."
    "To fix this, we need architects." 😂

  • @DrPeeper
    @DrPeeper Před 9 měsíci +4

    2:00 he CLEARLY watched RCE

  • @Kurokuma10
    @Kurokuma10 Před 9 měsíci +12

    I think if you made closeness to the flag an exponential reward, that might help incentivize reaching the goal. And if you also awarded points for bridge rigidity, that could be good for preventing dangling messes. The rigidity could be scored based on least amount of average travel for each joint node.

  • @swivvy3037
    @swivvy3037 Před 9 měsíci +23

    I was really hoping for more from this video. Not sure if I'm being unrealistic but it just felt like it started to gather momentum then stopped dead

  • @an_asp
    @an_asp Před 5 měsíci +5

    We gave something like this as an assignment to students in an evolutionary computation class a while back, and it was a lot of fun. We used a "maximum load" fitness function (keep adding weight until the bridge collapses), and also had students add a cost minimization objective at one point for NSGA-II, though that ran into some fun problems (What bridge minimizes cost? The one where you delete the whole bridge, of course!). On one test problem we were getting really weird results only to find that our scenario was missing one of the two anchor points on the sides of the bridge, so the evolutionary algorithms were desperately trying to keep a huge cantilevered pier from falling over with surprising success!

  • @batlin
    @batlin Před 9 měsíci +14

    That was really well done and enjoyable to watch. I wonder if Poly Bridge 3 has an easily-understood save file format -- you might be able to use that (plus some hairy automation helpers) to test candidate solutions in the real game environment, although it would probably be a lot slower and might suffer from the nondeterministic physics update you mentioned. Unless the PB3 devs have also done work to make their custom physics model fully deterministic (maybe it works out the physics interactions before playing back the animations? Presumably they would need something like this to be able to replay solutions consistently).

  • @braschlosan
    @braschlosan Před 9 měsíci +12

    I hope there's a second part showing it solving various levels

  • @sundown456brick
    @sundown456brick Před 9 měsíci +10

    very good video, only downside I found is that it felt "incomplete"
    I'd absolutely LOVE to see more of this, tweaking, adding different materials, etc etc
    it is a pretty good concept and execution, so you definitely could invest some more resources into it. Will definitely turn out to be very good content.
    Keep up the good work!

  • @ickon_
    @ickon_ Před 9 měsíci +4

    Could you maybe make a part 2? This is an awesome video, and I would love to see how you will improve this project!

  • @tpresto9862
    @tpresto9862 Před 8 měsíci +1

    As an architect who worked with engineers in an A/E firm for 20+ years, I love your dig at us starting at about the 1:55 mark.
    I had many engineer coworkers who I still call my friends -- a couple very good friends -- but professionally we drove each other crazy.

  • @anttitykkylainen9040
    @anttitykkylainen9040 Před 8 měsíci

    Super interesting! I don't know much about programming, but you explained it in just enough detail to understand the process.

  • @tdubmorris5757
    @tdubmorris5757 Před 8 měsíci +1

    I would love to see a part 2. Maybe try solving some actual levels with the algorithm and seeing if it would work?

  • @omernomer7429
    @omernomer7429 Před 9 měsíci +4

    MY MAN! I saw you just a while ago making videos getting less than 1000 views WTF HAPPENED? you blew tf up congrats! I hope you have the best game dev journy ever!

  • @katharinamarschall5662
    @katharinamarschall5662 Před 8 měsíci

    How long did it take you to write the code? Could you also use an adaptive large neighborhood search?

  • @SatstackerHQ
    @SatstackerHQ Před 9 měsíci +1

    "Clearly it was built by engineers, to break it you would need an architect" 💀💀

  • @erin1569
    @erin1569 Před 8 měsíci

    I imagine it'd be very fun to see the algorithm that got the car to the end goal in the slowest way possible

  • @Peter_kys2165
    @Peter_kys2165 Před 9 měsíci +27

    damn this dude is insane😮

  • @DownhillAllTheWay
    @DownhillAllTheWay Před 8 měsíci

    I once heard that an algorithm had been designed to assist in choosing the most efficient route for a road across London. When the program was tested, it came up with an answer in less time than expected - straight down the river.

  • @aggold6757
    @aggold6757 Před 9 měsíci

    never expected a cool poly bridge video, it's amazing

  • @TREKontheTUBE
    @TREKontheTUBE Před 9 měsíci

    Mans like "I don't got time to play" but has time to remake the entire game

  • @chapystick_
    @chapystick_ Před 9 měsíci

    Ahh yes, immediately figures out dangling roads. It’s already a true Polybridge player

  • @DamageMaximo
    @DamageMaximo Před 9 měsíci +2

    2:41 Looking up at the sun in minecraft be like:

  • @HappyfoxBiz
    @HappyfoxBiz Před 8 měsíci

    "as long as the bridge doesn't fall down and cars don't crash you will be paid" engineers: "ChatGPT, design me a 4 lane, 423 meter long bridge east to west..."

  • @a-blivvy-yus
    @a-blivvy-yus Před 8 měsíci

    I like that this video demonstrated a safer example of the paperclip optimiser problem at the end. AI's goal isn't specific enough, so it does something ridiculous instead of what was intended. That could be stopping the ball from crossing the space instead of helping it to do so, or it could be consuming the entire galaxy to turn everything into paperclips...

  • @lolcat69
    @lolcat69 Před 9 měsíci +2

    OH DAMM, FINALLY, A NEW ASTRO SAM VIDEO!!!

  • @soopFPS
    @soopFPS Před 9 měsíci

    I expected a super barebones explanation of how it worked, but I think I know a little bit more about machine learning now as a non-coding layman. great stuff

  • @k98killer
    @k98killer Před 9 měsíci

    Interesting timing. I just made a genetic algorithm library in Go and am in te process of optimizing its performance.

  • @Doctor_XI
    @Doctor_XI Před 9 měsíci +1

    3:37 doesn't Unity have a built in update function that *does* run at a fixed rate? Was there a specific reason that you didn't use FixedUpdate()?

  • @invention64
    @invention64 Před 9 měsíci +1

    There already is a fixed update function in unity for doing physics calculations

  • @torry2
    @torry2 Před 9 měsíci +2

    I'd be curious to see if any of the designs would work in the actual game

  • @alexandreblais8756
    @alexandreblais8756 Před 8 měsíci

    "I dont have enough time to play the game so il make a new version of it from scratch"

  • @flexjranimates
    @flexjranimates Před 9 měsíci +5

    I have never seen you before but i should be taking notes
    You’re the only programmer on yt that i know of that
    Shows what they’re doing

  • @RobertBleattler
    @RobertBleattler Před 9 měsíci

    Very cool. I’ve been thinking about doing something like this but haven’t had the time or energy to put into it

  • @borone8573
    @borone8573 Před 9 měsíci

    I would love to see sequel for the vid.

  • @leroy7647
    @leroy7647 Před 9 měsíci +1

    Having a maximum penalty for lost balls is an effective improvement; it shouldn't be (much) worse than a ball that hasn't moved at all. As the evaluation function is already composite (anchors, ball distance...), I'd also consider a non-linear evaluation on the ball distance. Closer to the finish should be very important and perhaps the distance should be rated exponentially. Another thing that could be interesting is average velocity of the ball; lower average velocity means smoother bridge. I would love to see a followup with improvements on the evaluation (perhaps my suggestions :))

  • @dangingerich2559
    @dangingerich2559 Před 8 měsíci

    "It isn't the solution we wanted" I instantly thought "It is the solution you deserved." :)

  • @Drago_Whooves
    @Drago_Whooves Před 9 měsíci +5

    is there a way to inject the Neural Network controls directly into the game? could even reach out to the devs and see if they can make a special build of Poly Bridge 3 that allows for injection?

    • @eduardokerber2931
      @eduardokerber2931 Před 9 měsíci

      without reverse engineering the game, the easiest way i can think off is tracking the image of the game while played for the simulation part, for the building it think his code may be able to be adapted to work, biggest problem is the amount of time it would take to train it on a single instance running at a time

  • @teodorlb
    @teodorlb Před 9 měsíci +1

    Would be awesome if you made a follow up video improving it to set records in game

  • @mohamedsarfaraazosman6419
    @mohamedsarfaraazosman6419 Před 6 měsíci +1

    reading the comments and just reminded me of the swinging bridge and throw result. a nice simple way to overcome that would be to have 2 balls one after the other test the same bridge like traffic.

  • @TheAshran
    @TheAshran Před 9 měsíci +2

    How is the Elapse function different from fixedUpdate?
    I imagine it is otherwise you wouldntve bothered but how is it different?

  • @richardbrooksshnee
    @richardbrooksshnee Před 8 měsíci

    Change the reword function such that time to cross is a factor so that by failing to complete in a timely manner it greatly impedes the reward. Time to cross over cost maybe?

  • @davilonchi2114
    @davilonchi2114 Před 9 měsíci +7

    You know that there is a thing in unity called FixedUpdate(){} right? so your elapse function is useless

    • @AstroSamDev
      @AstroSamDev  Před 9 měsíci +1

      no

    • @SplitFace4393
      @SplitFace4393 Před 9 měsíci

      ​​​@@AstroSamDevand you can also set after how much ms it's called, default is 33ms so every frame on 60fps

  • @merion297
    @merion297 Před 9 měsíci +1

    Cool! And it's a great foundation to build on. Would you try to improve the model with more realistic criteria?
    1. Two-way crossing so that the solution can be symmetrical.
    2. Vibration measurement, its minimization...
    3. And anything else I didn't think of.

    • @AstroSamDev
      @AstroSamDev  Před 8 měsíci +2

      I think I just may in a future video. Thanks for watching!

  • @FoxSlyme
    @FoxSlyme Před 9 měsíci +2

    I was lowkey expecting you to recreate one of the result bridges in the original game

  • @user-xj9xd4oc8u
    @user-xj9xd4oc8u Před 9 měsíci +1

    In 3:45 ,why using void Elapse() when we can use FixedUpdate()? Curious about it , hope someone can explain to me .

  • @FileFN3
    @FileFN3 Před 9 měsíci +4

    THANK GOD HES BACK LETS GOO

  • @Markfr0mCanada
    @Markfr0mCanada Před 9 měsíci +2

    It would be interesting to see what happens if you take some of the more successful bridges and recreate them in Poly Bridge.

  • @cpufreak101
    @cpufreak101 Před 9 měsíci +3

    I hope the poly bridge devs see this and give you a chance to actually test an AI in the real game!

  • @flameofthephoenix8395
    @flameofthephoenix8395 Před 9 měsíci +3

    The genetic algorithm should be choosing which ones survive differently, each ai makes a bridge, then they have to walk across their bridge's 100 times with the simulation wearing down pieces over time, any of them that fall die, the other ones move on. If they all die repopulate it with another 100 random ais.

  • @atom-xgaming7507
    @atom-xgaming7507 Před 8 měsíci

    Use a checkpoint system for reward at crossing every point on the bridge, instead of end result only, maybe that will determine the AI to solve the crossing the bridge problem and build an actual bridge.

  • @JordanShackelford
    @JordanShackelford Před 7 měsíci

    Are there any games that have AI agents trained like this? I was thinking of adding predator / prey entities into my game and have the predator rewarded by enemies eaten, and the prey rewarded by time survived

  • @lionllew6601
    @lionllew6601 Před 8 měsíci

    hopnestly I thought we were going to see some amazing designs, but we got amazing TLDR's!

  • @Sven_Dongle
    @Sven_Dongle Před 8 měsíci +1

    You have to use double precision fitness values or you get stuck in local minima.

    • @AstroSamDev
      @AstroSamDev  Před 8 měsíci

      I thought I was, but because it is all behind the scenes in a class I don't often edit and see that. Now that I look, I see that it is a double type, but I think when I add to it and set it from the Agent's class it is as a float. So I will fix this in a future revision

  • @corgano6068
    @corgano6068 Před 9 měsíci

    What if you tweaked it to measure the total distance each part of the bridge moved during the simulation, and the less the bridge moved give it a higher score / the more the bridge moved the lower the score?
    Could also have it on some iterations remove a random non-road part to the bridge and if the score doesn't decrease massively, continue from there. Try to remove some of the additional clumps.

  • @himawariyume7855
    @himawariyume7855 Před 9 měsíci +6

    Do you only have 2 members in your population? It looked like every bridge throughout the entire training was just a slight variation on the previous one. You really need a large population to explore a large amount of different designs, and a mutation bias high enough that a clearly bad design doesn't stick around for hundreds of generations.

    • @AstroSamDev
      @AstroSamDev  Před 9 měsíci +3

      The population size was 100, and I think the mutation chance was about 10-20 percent

  • @alvesvaren
    @alvesvaren Před 9 měsíci +4

    Would be really cool if someone did this but hooked into the actual game and used that to simulate everything. Seems like it may be easier than reimplementing them too

    • @daefin9993
      @daefin9993 Před 9 měsíci

      that would get you banned

    • @pacomatic9833
      @pacomatic9833 Před 9 měsíci

      ​@@daefin9993But they wont be used ng online anyways.

    • @mloxard
      @mloxard Před 9 měsíci +1

      ​@daefin9993 you can literally pirate the game

    • @daefin9993
      @daefin9993 Před 9 měsíci

      @@mloxard hadnt thought of that but piracy is illegal and modifying a multiplayer game is against most tos's

  • @panagiotisapostolidis6424
    @panagiotisapostolidis6424 Před 6 měsíci

    a follow up video on this but it minimized stress would be really interesting

  • @IntrinsicPalomides
    @IntrinsicPalomides Před 8 měsíci

    I wondered where my boing ball went.

  • @midasfury6165
    @midasfury6165 Před 9 měsíci

    You should make a video about the dynamic bridges, would like to see more

  • @Relkond
    @Relkond Před 8 měsíci

    When creating fitness functions, I’ll often find multiple ways to score it, such as, for example: ‘distance traveled exceeds 5 units’ and ‘minimum distance to goal’ Scoring perfect gets you one point for each. 1 point for a minimum distance of 0, 1 point for traveling 5 units. I’ll then take all these disparate fitness scores and multiply them together for the final fitness score for the bridge. so if the ball never leaves the start (0 points for 0 of 5 units moved) and the ball never gets closer to the goal (0 points for goal proximity) - 0 * 0 = 0… which fair, bad example. the point is, any single fitness function doing poorly penalizes the overall score, and none of these functions need to ‘pass’ before other functions start getting considered. There’s some finagling to do (what if all functions start scoring at zero?) … but the point is, don’t limit yourself to just a linear score. Powers, logs, priorities use what works for you.

  • @joeflemo64
    @joeflemo64 Před 9 měsíci

    This is pretty interesting and I think that if you make a few adjustments you could make a really cheap bridge for some levels in poly bridge and I would love to see that

  • @reniaz
    @reniaz Před 9 měsíci

    Really liked the more code based style of this video! Got one question tho could you slide me that vs theme name?

    • @AstroSamDev
      @AstroSamDev  Před 9 měsíci

      Thank you! The theme is called Monokai++, an extension for VSCode, and I made a port of it to Visual Studio which you can find here: github.com/sam-astro/monokai-plus-plus

    • @reniaz
      @reniaz Před 9 měsíci

      @@AstroSamDev Thank you very much!

  • @Loli.slayer
    @Loli.slayer Před 6 měsíci

    This is like a mix of code bullet and real civil engineer😂😂 you got a new sub

  • @hckr_-gh7se
    @hckr_-gh7se Před 9 měsíci

    Excuse me kind mortal, but what is the name of the song used at 8:05? I looked everywhere but can't seem to find it. Thanks.

  • @rayerdyne
    @rayerdyne Před 9 měsíci +1

    Ooh just tought it would be really cool if the AstroSam logo closes at the end instead of fading out
    It would close exactly in the same way that it opened at the beginning

  • @ianyourgod
    @ianyourgod Před 9 měsíci +2

    YOU FINALLY UPLOADED

  • @thomasdow701
    @thomasdow701 Před 8 měsíci

    I was hoping for another step of adjustments to refine the reward system after you brought it up as an issue but was kinda left hanging like the bridge supports made of wood. 😂
    I think (as someone glancing in from the outside) an issue was that your setup wasn't really rewarding the system for using supports in any constructive ways.
    If you come back to this at all, I personally would like to see refinement of the reward system to encourage more connectivity with supports back onto the road structure, and also to refrain from using road material outside of the direct path.
    Those are obviously just my thoughts, and either way, love the content.

  • @sirynka
    @sirynka Před 7 měsíci

    While watching Matt(@RealCivilEngineerGaming) tweaking his bridges I thought I'd be cool to replace Matt with genetic algorithm. I don't even thing neural network is required for that.
    Basically we can give the bridge (with suboptimal but working design) to the computer and ask it to move joints around until it'd land on the cheapest possible bridge without structural modification. That would drastically speed up the search (compared to generating the bridge from scratch) and hopefully show what the design actually is capable of.
    And implementing it as a mod/plugin for the original game would be absolutely cool but i have no idea how hard would it be to integrate such thing into the game.

  • @soundzythedev
    @soundzythedev Před 9 měsíci +3

    2:48 "new Vector4" I didnt even know Unity had that lol

    • @AstroSamDev
      @AstroSamDev  Před 9 měsíci +1

      Great for when you are making 4D games, as we all do.

    • @soundzythedev
      @soundzythedev Před 9 měsíci

      @@AstroSamDev I should have been doing this from the start! I have been using 2 separate vector2s instead!!!

  • @danielvinokurov236
    @danielvinokurov236 Před 9 měsíci

    So many questions:
    1. Why not specify in fitness function, that "car" should cross the bridge?
    2. Where 3d red connection point come from at the bottom?
    3. Why not use gravity and shape for the "car"?
    4. Why not use probability function, bases on fitness to decide parents?
    5. How many spicies do you create per generation?

  • @GIRGHGH
    @GIRGHGH Před 9 měsíci +5

    Oh, thought you were gonna elaborate on the cheating thing and maybe do something about it but alright.

  • @Matthias129
    @Matthias129 Před měsícem

    I love that 8 months later YT said, "Hey, here's a video you might be interested in!" Yes, thank you YT, I watched it and dropped a like on it, and multiple comments, months ago. Good thing I have the memory of a goldfish, cause here I go watching it again!
    Look forward to seeing this comment in 8 months when YT brings me that fresh new video I might be interested in.

  • @kensaiix
    @kensaiix Před 8 měsíci

    as they say, "be careful what you wish for"

  • @Noone-of-your-Business
    @Noone-of-your-Business Před 8 měsíci

    Very good lesson for evolving genetic AI: find out what you _really _*_want_* BEFORE you put the machine on it.
    Or revise when it goes off the rails.
    This is why AI should _NOT_ be trusted with criticial decisions like steering a vehicle if it has become a completely black box to us.

  • @cronostvg
    @cronostvg Před 8 měsíci

    I fear for humanity. In the future, lowest cost is paramount. All new bridges are dynamic swing bridges.

  • @inventor121
    @inventor121 Před 8 měsíci

    The AI got very close to a very real bridge design.
    The jumbled wood members and some of the legths were the problem but overall you can actually make a bridge with a single column and just a few supporitng struts.

  • @liamtorres1134
    @liamtorres1134 Před 9 měsíci +2

    Have you tried implementing the stress meter as a reward or punishment?