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EAI320_Practical3

Artificial Neural Network

Scenario

Artificial neural networks (ANNs) refer to a framework of machine learning algorithms that are inspired by the biological neural networks that constitute animal brains. ANNs learn to perform tasks and make decisions by considering examples, and are generally programmed without any task-specific rules. ANNs can approximate functions that represent continuous, discrete or categorical data, as long as the data are appropriately encoded. This feature means that neural nets have a wide range of applicability [3].

This assignment will require students to implement an ANN with backpropagation. The trained ANN will be used to propose objects for a rock-paper-scissors (RPS) agent to play during a match. The same RPS framework that was used for the previous assignment will be used again [4].

The ANN will take as input the last 2 moves from the game, and should return a single proposed object. This approach is similar to that of the genetic algorithm (GA) from the previous practical [5]. The inputs and outputs of the ANN can be represented in a number of ways, and it is up to the student to decide how they would do this. Figure 1 represents an example of an ANN that uses a 1-of-K (also one-hot) encoding scheme [6] for the inputs and the outputs. Remember that although the network in Figure 1 only considers the last move, the ANN that will be implemented for this practical will consider the last two moves.

See practical guide for more detail description