Hi !
Featured games (85)
games approved by the League of Dukes
Games in Showcase (636)
Games in Android Showcase (178)
games submitted by our members
Games in WIP (687)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  AI and Kohonen Networks  (Read 2990 times)
0 Members and 1 Guest are viewing this topic.
Offline JavaSnob77

Junior Newbie

You got JavaServed!

« Posted 2005-01-21 23:33:09 »

Are there any implications for the use of Kohonen nets as an artificial intelligence device?  Every website mentioning them praises them as super-versatile and super-useful, but I'm looking for an AI-based implication.  Any ideas?

Offline sonicviz

Senior Newbie

« Reply #1 - Posted 2005-01-22 04:24:18 »

Check out , they have a Kohonen implementation.

Offline JavaSnob77

Junior Newbie

You got JavaServed!

« Reply #2 - Posted 2005-01-22 04:52:35 »

Thanks, but I code my own implementations.  I don't like relying on the code of others, not that it may be faulty, but rather I like the sense of pride I feel after I've finished with a challenging project.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline sonicviz

Senior Newbie

« Reply #3 - Posted 2005-01-22 05:45:54 »

snob Grin
Offline digitprop

Junior Devvie

« Reply #4 - Posted 2005-01-26 09:21:21 »

What do you mean by 'implications'? I think Kohonen networks can be quite useful for pattern recognition / categorization, but in the end it would probably not make much difference what statistical analysis method you use (Kohonen or other NNs, or even Markov models, etc.).

The much more intriguing questions, IMHO, is how to present the problem / data structure to the network in order to get a decent performance (in terms of the quality of the categorization / pattern recognition).

Game situations can get very complex, and thus the number of potential patterns can be very high. On the other hand, the number of actually encountered patterns in a gameplay is comparatively low, so it will be difficult to get a decent statistical analysis - unless one is able to reduce the size of the pattern space by transforming the game situations into abstract, low-complexity states.

M. Fischer .
Pages: [1]
  ignore  |  Print  
You cannot reply to this message, because it is very, very old.

Dwinin (72 views)
2015-11-07 13:29:08

Rems19 (81 views)
2015-10-31 01:36:56

Rems19 (78 views)
2015-10-31 01:32:37

williamwoles (107 views)
2015-10-23 10:42:59

williamwoles (93 views)
2015-10-23 10:42:45

Jervac_ (110 views)
2015-10-18 23:29:12

DarkCart (135 views)
2015-10-16 00:58:11

KaiHH (117 views)
2015-10-11 14:10:14

KaiHH (157 views)
2015-10-11 13:26:18

BurntPizza (172 views)
2015-10-08 03:11:46
Rendering resources
by Roquen
2015-11-13 14:37:59

Rendering resources
by Roquen
2015-11-13 14:36:58

Math: Resources
by Roquen
2015-10-22 07:46:10

Networking Resources
by Roquen
2015-10-16 07:12:30

Rendering resources
by Roquen
2015-10-15 07:40:48

Math: Inequality properties
by Roquen
2015-10-01 13:30:46

Math: Inequality properties
by Roquen
2015-09-30 16:06:05

HotSpot Options
by Roquen
2015-08-29 11:33:11 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!