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-
-
-
- NEDWORLD.DOC - Help Document
-
-
- Neural Ned in NED'S WORLD
- Copyright (c) 1993 David S. Smiczek
- Shareware Version 1.00
-
-
- by David S. Smiczek
- PO BOX 294391
- Lewisville TX, 75029-4391
-
- CompuServe 72154,3671
-
-
-
-
-
-
-
- DISCLAIMER
-
- THIS SOFTWARE AND MANUAL ARE SOLD "AS IS" AND WITHOUT
- WARRANTIES AS TO PERFORMANCE OF MERCHANTABILITY OR ANY
- OTHER WARRANTIES WHETHER EXPRESSED OR IMPLIED. BECAUSE
- OF THE VARIOUS HARDWARE AND SOFTWARE ENVIRONMENTS INTO
- WHICH THIS PROGRAM MAY BE PUT, NO WARRANTY OF FITNESS FOR
- A PARTICULAR PURPOSE IS OFFERED. THE USER MUST ASSUME
- THE ENTIRE RISK OF USING THE PROGRAM. ANY LIABILITY OF
- THE SELLER WILL BE LIMITED EXCLUSIVELY TO PRODUCT
- REPLACEMENT OR REFUND OF PURCHASE PRICE.
-
-
-
-
-
- CONTENTS
-
- I. PREFACE - SHAREWARE
- II. INTRODUCTION
- III. THE GAME
- A. NED'S WORLD MAIN WINDOW
- 1. PLAYING FIELD
- 2. GAME OPTIONS
- 3. SCORE
- 4. NED'S STATE
- 5. NED'S VIEW
- 6. TRAINING OPTIONS
- B. MENUS
- 1. FILE
- a. LOAD BRAIN
- b. SAVE BRAIN
- c. HIGH SCORES
- d. EXIT
- 2. OPTIONS
- a. RESET NED'S BRAIN
- b. MOVE NED RANDOM
- c. MOVE NED ON STUCK
- d. RANDOM SPIN RATE
- e. FAST SIMULATION
- 3. HELP
- a. NEDWORLD.DOC
- b. ABOUT
- C. TIPS (1-10)
- IV. ORDERING
-
-
-
- I. PREFACE - SHAREWARE
-
- Neural Ned in NED'S WORLD is NOT public domain or free
- software, but is being distributed as "shareware".
- Shareware is method of selling software where the user
- has a chance to use the program for a limited amount of
- time to evaluate it. If the user continues to use the
- program after the evaluation time, they must register it.
- Registering this software fulfills your obligation to the
- author, but also provides many benefits. As a reward for
- registration you will receive the following:
-
- A. A Licensed copy of Neural Ned in NED'S WORLD that
- DOES NOT HAVE A SHAREWARE SCREEN at the beginning.
-
- B. C-Source code for the neural network routines used
- in Neural Ned in NED'S WORLD.
-
- C. C-Source code example program using the neural
- network routines.
-
- D. Documentation describing the example program and
- the neural network routines.
-
- E. Illustrated printed documentation for Neural Ned in
- NED'S WORLD.
-
- The registered user will also be eligible for discounts
- on updates to NED'S WORLD and future 'Neural Ned' games.
-
- Operators of BBS's (bulletin board systems) are encourage
- to post 'Neural Ned in NED'S WORLD' in its entirety for
- downloading by users.
-
- Distributors of public domain or user-supported software
- libraries may distribute copies of 'Neural Ned in NED'S
- WORLD'. A copying fee, not to exceed $7.00 per disk may
- be charged. Advertisement and the libraries catalog must
- state that this program is not free, but is copyrighted
- software that is provided to allow the user to evaluate
- it before paying.
-
- Neural Ned in NED'S WORLD was written to run under
- Microsoft Windows 3.X. Microsoft Windows is a trademark
- of the Microsoft Corporation.
-
- II. INTRODUCTION - WHAT ARE NEURAL NETWORKS?
-
- There has been a lot of talk lately about neural
- networks. What are neural networks? A neural network is
- a collection of artificial 'neurons' connected in a
- network to solve unorthodox computer operations. While
- the biological 'neurons' are only used as inspiration to
- create computer 'neurons', it may be useful to learn a
- little about them.
-
- Biological neurons are the fundamental unit cells of the
- brain and nervous tissue. They are connected together
- with fibers called dendrites and axons. The dendrites
-
-
- are the inputs to the cells and the axon is the single
- output. Each neuron is either 'on' or 'off'. If a
- neuron is 'on' it transmits an 'on' signal over its axon.
- The neuron's axon is connected to the dendrites of other
- cells. The state of the neuron is determined by the
- chemical charges on its inputs. If enough charge is on
- the input dendrites of a neuron then it will turn 'on'
- and transmit to other neurons. In this way the neurons
- are like a group of parallel processing elements. The
- state of one affects the state of others which in turn
- affects the state of others... All of the input
- dendrites of a neuron are weighted so that an 'on' coming
- in on one dendrite may not hold as much value as another
- 'on'. These weights can be adjusted to produce a desired
- effect. For instance they could be adjusted such that a
- certain neuron will turn 'on' or 'fire' only when six
- other specific neurons are also firing. The act of
- adjusting the weights is called training.
-
- The computer 'neurons' are simpler then their biological
- counterparts. They can be represented as a group of
- weight values between each connection in a network. To
- see if a neuron is firing, all of the weights of the
- firing inputs are added up. Outside input is also added
- into the firing consideration. If the total is above a
- certain threshold then the neuron is turned on. Note
- that the weight can encourage (be positive) or discourage
- (be negative) a neuron from firing. Training is done by
- tweaking the weights in the network until the desired
- state is achieved. Since the computer is a serial
- problem solver and the neural networks are a set of
- parallel processing elements, the 'parallel' effect is
- simulated.
-
- It was mentioned earlier that neural networks are used to
- solve unorthodox computer problems. Neural networks have
- been used in such varied projects as stock marked
- forecasting to speech recognition. These problems are
- well suited to neural networks because all the nuances of
- the situation are not known. A network is trained by
- providing input and training it to give a desired output.
- The person doing the training need not understand the
- reason or set of rules behind the input and output
- relationship. For example, a business analyst may not
- completely understand the factors involved in stock
- pricing fluctuations but if a neural net is provided with
- the correct factors it will be able to predict the
- changes with proper training. The network in effect
- creates the rules between input and output during
- training. These rules created are flexible. This gives
- a neural net the ability to take incomplete input and
- still provide good results with proper training. This
- characteristic makes it well suited for these types of
- unorthodox applications.
-
- In contrast, neural networks are not well suited for
- traditional computing tasks, such as adding up numbers.
- While a network could be trained to add up some numbers
- they might not be accurate enough. We usual want numbers
- to be very accurate.
-
-
-
- Neural Ned in NED'S WORLD is a good application for
- neural networks because NED is wandering through a random
- world. He needs to have flexible rules because every
- situation can not be planned on ahead of time. His
- flexible rules will enable him to behave correctly or at
- least adequately in situations he has never been in.
-
-
-
- III. THE GAME
-
- Neural Ned in NED'S WORLD is a game but it also is a
- hands-on exercise in neural networks. NED is a small
- bug-like creature that inhabits a simple world. The
- object of the game is to train NED to be able to survive
- in his little world. NED'S movements are controlled by a
- neural net. We can call this net his 'brain'. By
- training NED'S brain you will be changing the weights in
- his neural net and hopefully making him smarter. The
- better network you create, the longer he will live. The
- longer he lives, the higher the score.
-
- To help facilitate a high score there are two general
- goals to try to achieve. The first is that NED should
- not get stuck running into a wall. The second goal is
- that NED should eat as much food as he can find. The
- more food he eats, the longer he will live.
-
- The score in Neural Ned in NED'S WORLD is counted as the
- number of moves that NED does in his little world. There
- are ten levels to the game. NED starts out in Level 1.
- After NED has achieved a score of 1000 moves in a LEVEL,
- he will move on to the next level. Each level is
- progressively harder for NED to survive. The object of
- the game is not necessarily to go through all of the
- levels as much as it is to train a good neural net (NED
- brain) that consistently lives a very long life. You can
- watch as NED successfully navigates crowded walls and
- hunts down food.
-
- The game can be paused at any time if further training is
- needed. A game can also be reset without changing the
- training that has already been done.
-
- The training states of the neural net (brain) can be
- saved and loaded back using menus provided.
-
- When you have a really good 'brain' file, trade with your
- friends or go head to head running two instances of
- Neural Ned in NED'S WORLD on 1 computer.
-
- A. NED'S WORLD MAIN WINDOW is divided up into framed
- sections. Each of these sections will be explained
- starting with the 'PLAYING FIELD' (the large white and
- red area) and moving clockwise.
-
- 1. PLAYING FIELD - The playing field is the large
- white block with a red border that takes up most of
- the room in NED'S WORLD main window. This is the
- area where NED will run around and live. NED is a
- small green critter moving through the playing
- field. Within the playing field there are WALLS
- and FOOD. The WALLS are red rectangles and the
- FOOD are small green and black squares. NED can
- not pass through the WALLS. If he runs into a WALL
- and is not trained enough to turn, then he will get
- stuck. The FOOD is consumed by NED when he gets
- close to it. NED can see and smell the world
-
-
- around him. This will be discussed in NED'S VIEW.
- Each level of the game contains different numbers
- of FOOD blocks and WALLS. The number of FOOD
- blocks on any given level is constant. If NED eats
- a block then a new one will appear somewhere else
- on the playing field.
-
- 2. GAME OPTIONS - The 'Game Options' section is in the
- upper left corner of the main window. It contains
- 2 buttons. The button on the left is actually a
- toggle. It's face toggles from 'Game ON' to 'Game
- OFF'. The button is toggled by pointing the mouse
- cursor on it and pressing the left mouse button.
- When the button is on 'Game ON' then the game is
- running and the score it being tabulated. When the
- button is on 'Game OFF' scoring is suspended. This
- option can be used when practice or training is
- desired. The second button is labeled 'Reset
- Game'. This button resets the current score and
- returns to level 1. Note that 'Reset Game' does
- not reset NED'S neural net (his brain).
-
- 3. SCORE - The 'Score' frame contains the state of the
- game when scoring is enable (i.e. when the game
- toggle is on 'Game ON'). The title of the frame
- also contains the level that is currently being
- played. For example if the game is on level 3, the
- frame title would read 'Score - Level 3'. The
- scoring of the game is expressed in Moves. The
- moves represent the number of spaces NED has moved
- to. Turning in a stationary position does not
- constitute a move. The number of moves is
- displayed in the top of the Score frame. 'Life
- Force' is the amount of energy NED has left. Life
- Force is displayed in the bottom of the Score frame
- in the form of a percent filled bar. A game starts
- out with 100% Life Force. Life Force is take away
- every time NED moves or turns. To replenish his
- Life Force, NED needs to eat the 'FOOD' found in
- his world. NED eats 'FOOD' by running into the
- green squares. Note that NED can have more then
- 100% Life Force but only 100% will be displayed.
- When the Life Force goes to zero the games is over
- and NED IS DEAD! Don't worry though, NED is in a
- sense immortal because his brain remains intact
- even after death.
-
- 4. NED'S STATE - The 'NED'S State' frame contains the
- state of the neural network. The on/off state of
- the neurons in the network are displayed in the
- upside-down pyramid of small pictures entitled
- 'Brain State'. The small pictures represent the
- state of the individual neurons. A bright light
- bulb picture means the neuron is on and a dark
- light bulb picture means the neuron is off. Watch
- the state of the neurons change as NED moves
- through his world. Objects in NED'S field of view
- can and will effect the on/off state of the
- neurons. This can be observed during play. The
- picture entitled 'Spin Direction (output)'
-
-
- indicates NED'S output. NED can either spin
- straight, indicated with a straight arrow picture
- or he can spin clockwise or counter-clockwise
- indicated with appropriate arrows. Note that all
- of the neurons in NED'S brain are not represented
- in the graphic 'Brain State', only the ones
- corresponding to the visual inputs.
-
- 5. NED'S VIEW - The section called 'NED'S View' is
- used to let you know exactly what NED sees and
- smells. This section is also involved in training
- NED but that will be discussed in the next section
- 'Training Options'. The left side of 'NED'S View'
- contains a square with NED centered in it. This
- model of NED is always pointed in the direction
- that NED is currently going. If the direction that
- NED is facing is a set of colored blocks that
- represent what NED sees in his field of vision.
- For example, NED will see red blocks to indicate
- obstructions (WALLS), green blocks to indicate food
- (FOOD) and white blocks to indicate empty space.
- The box in the lower right corner of 'NED'S VIEW'
- entitled 'SCENT' indicated what NED smells.
- 'SCENT' and the colored blocks representing NED'S
- view form the input to NED'S brain (neural net).
- The 'NEXT' button and the buttons around the edge
- of viewing square are used in training. Note that
- like your own vision, objects close to NED appear
- larger then they are. For example a 'FOOD' block
- right in front of NED will appear to take up most
- of his vision.
-
- 6. TRAINING OPTIONS - The section called 'Training
- Options' contains the heart of learning to play
- NED'S WORLD. Training is done on NED whenever you
- instruct him to do something other then what he is
- doing. Say for instance he decides to run away
- from food instead of going towards it. NED would
- then need to be 'Trained' to go towards the food.
- Training can be set in four possible modes.
- 'Training Off' obviously means there is no training
- at this time. 'Train if stuck' means that if NED
- runs into a wall and does not turn or is spinning
- in a circle, the game will pause and wait for input
- from you, the user. The input is done by using the
- mouse to press one of the direction arrows in the
- 'NED'S View' window. For each train, there are
- three possible directions, straight, left or right.
- The appropriate buttons will be highlighted. There
- are two more training options. 'Train on object'
- and 'Train always'. 'Train on object' pauses the
- game for training whenever anything gets into NED'S
- field of view, such as food or walls. 'Train
- always' pauses for training after every move. The
- white box in the lower right corner of 'Training
- Options' contains the number of training sessions
- the current neural net (brain) has undergone. The
- upper right corner of 'Training Options' will
- contain a blinking 'TRAIN NOW' yellow sign when the
- game is paused for training. If the game pauses
-
-
- for training and training is not desirable (i.e.
- NED is doing good and is not in need of training)
- then the 'NEXT' button in 'NED'S VIEW' can be
- pressed to go to the next training situation or the
- training options can be changed.
-
-
- B. NED'S MAIN WINDOW MENUS can be selected from the
- top of the main window or by using the short-cut
- keys. The following is a description of the menus.
- The short-cut keys are given in ().
-
- 1. File (Alt-F) - The file menu contains file-
- oriented operations such as loading and saving
- the 'brain' files, viewing the high scores and
- exiting the game.
-
- a. Load Brain (Alt-F, L) OR (Ctrl-L) - Show a
- listing of all the files with the extension
- '.BRN' in the current directory and allow any
- file to be selected. The file can be
- selected by double-clicking with the mouse on
- the file name or by typing out the filename
- and then clicking on 'OK'. If there are any
- problems loading a brain file then a error
- message will be given. After the file is
- loaded, note that the number of training
- sessions done which is displayed in the
- 'Training Options' frame will change to match
- the loaded file.
-
- b. Save Brain (Alt-F, S) OR (Ctrl-S) - Show a
- listing of the current files with the
- extension '.BRN' in the current directory and
- allow one of the existing files to be
- selected or a new file to be typed in. If an
- existing file is selected then and 'Ok to
- overwrite?' message is displayed. If there
- are any problems with saving a error message
- will be given. Saving the brain to a file
- will save the state of the neural net and all
- its trained weights. The game itself such as
- the current level will not be saved.
-
- c. High Scores (Alt-F, H) - Display a window
- with the top five high scores. The scores
- are saved in the file 'NEDWORLD.SCR' in the
- same directory that 'NEDWORLD.EXE' is in. If
- the program can not find the file then a new
- one is created.
-
- d. Exit (Alt-F, X) OR (Ctrl-X) - Quit Neural Ned
- in NED'S WORLD. A 'Are you sure?' message is
- provided to verify that the intent was to
- exit the game. If the game was quit before
- the brain was saved then all of the training
- will be lost.
-
-
- 2. Options (Alt-O) - Contain options for the play
- of the game. The options range from resetting
- the brain (neural net) to simulating NED quickly
- to see the performance of brain.
-
- a. Reset NED'S Brain (Alt-O, R) - Used to erase
- all the training done on the current brain.
- The neural net is set to a random state.
- Warning, save the brain if you want it before
- you choose this option.
-
- b. Move NED [Random] (Alt-O, M) OR (Ctrl-M) -
- Changes NED'S location to a random part of
- the playing field. This option is commonly
- used when NED gets stuck but he is in a
- situation that you don't want to train. Be
- careful using this option during game play,
- it uses a lot of 'Life Force'.
-
- c. Move NED on Stuck (Alt-O, S) - This option is
- used if no further training is desired. When
- this option is selected, training is disabled
- and if NED gets stuck (i.e. runs in to a wall
- and does not turn) then he automatically
- moves to a random spot. When NED is moved
- however, it is just like selecting the 'Move
- NED [Random]' menu option, there is a heavy
- price in 'Life Force'. This option is handy
- if you just want to let NED simulate
- unattended.
-
- d. Random Spin Rate (Alt-O, A) - This option
- sets the number of moves between random
- spins. A random spin is a direction which
- NED did not choose. This option is to inject
- a little chance or real life into the game.
- This could also break NED out of infinite
- loops in the game. This option can
- dramatically increase the game score. The
- number of moves can be selected from 0 to
- 300. '0' signifies random spin disabled.
-
- e. Fast Simulation (Alt-O, F) - This options
- sets NED'S WORLD into a fast simulation mode.
- The 'Game ON/ Game OFF' toggle must be set to
- 'Game ON' and the 'Move NED on Stuck' must be
- selected for Fast Simulation to work. This
- mode replaces the main window with a small
- window that just displays the number of
- 'Moves' and the 'Life Force'. This small
- window can be minimized using the down arrow
- in the upper right hand corner of the window.
- Even minimized, the title of the ICON will be
- updated with the current number of 'Moves'
- and 'Life Force'. This allows you to work on
-
-
- something else in Windows, like write a
- letter of play another game while your brain
- file is being simulated. 'Fast Simulation'
- runs over twice as fast as the main window
- mode. There is a button on the Fast
- Simulation window to return to the main
- window.
-
- 3. Help (Alt-H) - The help menu provides a means to
- conveniently view this file and look at the
- about window.
-
- a. NEDWORLD.DOC (Alt-H, H) OR (Ctrl-H) - Display
- this file in a sizable window independent of
- the game (i.e. the file can be read while the
- game is running).
-
- b. About (Alt-H, A) - Display the About window.
- The About window provides the version number
- and ordering information.
-
-
- C. PLAYING TIPS. The following tips are designed to
- be general methods for getting started and having
- success with Neural Ned in NED'S WORLD. They are
- by no means hard and fast rules. After you get the
- hang of it, go ahead experiment.
-
- 1. Only train NED on things that are in his view.
- Use 'NED'S View' to know what NED sees and
- smells. If its not in 'NED'S View' then NED
- does not know about it even if it looks close on
- the playing field.
-
- 2. During training, three buttons around the box in
- NED'S View provide the directions to train.
- Enabled buttons are darker then disabled
- buttons. No matter what NED'S orientation is
- there are always three choices; straight ahead,
- spin left or spin right. For example if NED'S
- orientation is to the left (West) then left-most
- three buttons will be enabled. The center left
- button will train NED to go straight (West).
- The upper left button will train NED to spin
- right (North-West) and the lower left button
- will train NED to spin left (South-West).
-
- 3. When NED pauses to train, the 'Spin Direction'
- in 'NED'S State' frame indicates the direction
- that NED wants to go. Training NED to go in a
- direction he was already going to go does
- nothing. It is equivalent to hitting the 'NEXT'
- button.
-
- 4. Be consistent with your training. For example,
- if during training NED runs head on with a wall
- and you train him to go clockwise half the time
- and counter clockwise the other half of the time
- then he will probably average the two and go
- straight into the wall.
-
-
-
- 5. If NED has paused for training and you don't
- want to train then press 'NEXT' in 'NED'S View'
- or change the training options in 'Training
- Options'.
-
- 6. Concentrate on keeping NED from running into
- walls first then when he has that mastered,
- train him how to eat.
-
- 7. Freely switch between the training modes. For
- example you may want to train NED to do
- something when he gets close to 'FOOD'. So
- first set the training to 'Train on Object'. If
- the object NED encounters is a 'WALL' then press
- the 'NEXT' button. If the object is 'FOOD' then
- you might want to switch to 'Train Always' to
- train NED during the whole food encounter.
- After the food encounter is done you might want
- to switch to 'Train on Stuck' to see how your
- training went. etc.
-
- 8. Don't over-train. Training on every move will
- not only be tedious but will likely create
- situations where you give conflicting
- training's. One training session in the wrong
- direction can undo many training sessions in the
- right direction.
-
- 9. Save the brain in training often. You can then
- recover previous training milestones.
-
- 10. Don't get discouraged, the training of NED will
- have its ups and downs. He may be making good
- progress avoiding walls but when you attempt to
- train him to eat 'FOOD' he starts running into
- walls again. Just keep reinforcing his earlier
- training.
-
- IV. ORDERING
-
- To order a licensed copy of Neural Ned in NED'S WORLD and
- the following:
-
- A. A Licensed copy of Neural Ned in NED'S WORLD that
- DOES NOT HAVE A SHAREWARE SCREEN at the beginning.
-
- B. C-Source code for the neural network routines used
- in Neural Ned in NED'S WORLD.
-
- C. C-Source code example program using the neural
- network routines.
-
- D. Documentation describing the example program and
- the neural network routines.
-
- E. Illustrated printed documentation for Neural Ned in
- NED'S WORLD.
-
-
-
- Send a check or money order for $13.95 made out to David
- S. Smiczek to PO BOX 294391, Lewisville TX, 75029-4391.
-
- When ordering outside of the US, provide payment in
- checks drawn on US banks in US dollars. All checks must
- have US bank routing symbols. Please include an
- additional $5 to cover postage orders to be sent outside
- of the US.
-
- Sorry C.O.D. orders will not be accepted.
-
- Orders may also be mailed to my CompuServe mail location
- at 72154,3671.
-
- Please allow 30 days for delivery.
-
- Use the following form to order:
-
-
-
- Neural Ned in NED'S WORLD - Version 1.00
-
- David S. Smiczek
- PO BOX 294391
- Lewisville TX, 75029-4391
-
-
- Registration, C example, ($13.95 each) $ _______
- and Documentation
-
- International Shipping charge ($5.00 each) $ _______
- (for non US orders)
-
- Total $ _______
-
- (in you have a preference, specify 5.25 (1.2M) or 3.5
- (720K) disk size)
-
-
- Registration Information:
-
- Name: ___________________________________________________
-
- Company: ________________________________________________
-
- Address: ________________________________________________
-
- : ________________________________________________
-
- : ________________________________________________
-
- (optional) Day Phone: ___________________
-
- Evening: _____________________
-
-
- I would appreciate any comments or suggestions you may
- have about Neural Ned in NED'S WORLD.
-
- _________________________________________________________
-
- _________________________________________________________
-
- _________________________________________________________
-
- _________________________________________________________
-
- _________________________________________________________
-
- _________________________________________________________
-