reduce tile input to 5 per row using new layers
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dd5ec3dbde
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1 changed files with 6 additions and 2 deletions
8
main.lua
8
main.lua
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@ -141,14 +141,18 @@ package.loaded['nn'] = nil -- DEBUG
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local nn = require("nn")
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local nn = require("nn")
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local network
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local network
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local nn_x, nn_tx, nn_ty, nn_y, nn_z
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local nn_x, nn_tx, nn_ty, nn_tz, nn_y, nn_z
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local function make_network(input_size)
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local function make_network(input_size)
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nn_x = nn.Input({input_size})
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nn_x = nn.Input({input_size})
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nn_tx = nn.Input({gcfg.tile_count})
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nn_tx = nn.Input({gcfg.tile_count})
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nn_ty = nn_tx:feed(nn.Embed(#game.valid_tiles, 2))
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nn_ty = nn_tx:feed(nn.Embed(#game.valid_tiles, 2))
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nn_tz = nn_ty:feed(nn.Reshape{13, 17 * 2})
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nn_tz = nn_tz:feed(nn.DenseBroadcast(5))
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nn_tz = nn_tz:feed(nn.Relu())
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-- note: due to a quirk in Merge, we don't need to flatten nn_tz.
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nn_y = nn.Merge()
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nn_y = nn.Merge()
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nn_x:feed(nn_y)
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nn_x:feed(nn_y)
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nn_ty:feed(nn_y)
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nn_tz:feed(nn_y)
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--[[
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--[[
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nn_y = nn_y:feed(nn.Dense(128))
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nn_y = nn_y:feed(nn.Dense(128))
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