Notes:
at this point I am testing things and adding functions. Wait for version 0.1.0 if you want to actually use anything
Changes:
Aidoru PS2 AI engine
send questions/comments to:
yonderboy@users-playstation2-linux.com
yonderboy@nyc2600.org
version 0.0.002 (2002 June 17) -
comments:
The code _still_ doesn't do too much. This release is just
to give you an idea of the kinds of ideas I am experimenting
with. I guess I'll just release my current unstable source
once a week since so many people repeatedly ask me what I
am up to. Please let me know if you think any ideas in this
release are kewl (or suck)...
added:
- optional verbose runtime debugging
- MLFN neural net creation, destruction, loading, and saving
- MLFN forward propagation
- weighted sums and neuron activations are computed in parallel
- 4 vector pair product-sum (microcode for weighted sums)
fixed:
- vcallms only jumping to micromem address 0
- more consistent vector register usage
- cleaned up some code and added missing error checking
- switched from malloc to memalign for allocating vector memory
known issues:
- much of the mlfn neural net functionality is incomplete
- much of the code cant be fully tested until later
- max neuron vectors cant be changed by setting MAX_NEURON_VECS
- I hope I can speed up some of the more inefficient code
/*----------------------------------------------------------*/
version 0.0.001 (released 2002 June 7)-
comments:
The code doesn't do much... this release is bleeding edge
and meant to show what I have done with my dev kit the
first week. Dont expect anything useful until version 1.01.000
added:
- ps2 initialization code
- state machine macro language
- optimized catmull-rom path interpolation
- finally got vu micro core to load and run!!!
fixed:
- nothing
known issues:
- all my code is GPL'd despite the licence not being included
and the GPL header not appearing in my source.
- I'll have to clean up my disturbingly free use of registers
in my assembly code. I was in a rush and it was for test
purposes only
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