Notion - Update docs

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@ -73,14 +73,14 @@
<li>Code will often be broken up into snippets and interspersed with explanatory text (like this text here). Individual code snippets may therefore appear unfinished. For example, the closing <code>}</code> bracket for the <code>Walker</code> class doesnt appear until later on.</li>
</ul>
</div>
<p>In addition to data, classes can be defined with functionality. In this example, a <code>Walker</code> object has two functions, known as <strong><em>methods</em></strong> in an OOP context. While methods are essentially functions, the distinction is that methods are defined inside of a class, and so are associated with an object or class, whereas functions arent. Ill try my best to use the terms consistently in this book, but its common for programmers to use the terms “function” and “method” interchangeably.</p>
<p>In addition to data, classes can be defined with functionality. In this example, a <code>Walker</code> object has two functions, known as <strong><em>methods</em></strong> in an OOP context. While methods are essentially functions, the distinction is that methods are defined inside of a class, and so are associated with an object or class, whereas functions arent. The <code>function</code> keyword is a nice clue: you'll see it when defining standalone functions, but it wont appear inside a class. Ill try my best to use the terms consistently in this book, but its common for programmers to use the terms “function” and “method” interchangeably.</p>
<p>The first method, <code>show()</code>, includes the code to draw the object (as a black dot). Once again, never forget the <code>this.</code> when referencing the properties (variables) of that object.</p>
<pre class="codesplit" data-code-language="javascript"> // Objects have functions.
show() {
stroke(0);
point(this.x, this.y);
}</pre>
<p>The next method, <code>step()</code>, directs the <code>Walker</code> object to take a step. This is where things get a bit more interesting. Remember taking steps in random directions on a floor? Now Ill use a p5.js canvas to represent that floor. There are four possible steps. A step to the right can be simulated by incrementing <code>x</code> with <code>x++</code>; to the left by decrementing <code>x</code> with <code>x--</code>; forward by going down a pixel (<code>y++</code>); and backward by going up a pixel (<code>y--</code>). But how can the code pick from these four choices?</p>
<p>The next method, <code>step()</code>, directs the <code>Walker</code> object to take a step. This is where things get a bit more interesting. Remember taking steps in random directions on a floor? Now Ill use a p5.js canvas to represent that floor. There are four possible steps. A step to the right can be simulated by incrementing <code>x</code> with <code>x++</code>; to the left by decrementing <code>x</code> with <code>x--</code>; forward by going up a pixel (<code>y--</code>); and backward by going down a pixel (<code>y++</code>). But how can the code pick from these four choices?</p>
<p>Earlier I stated that you could flip two coins. In p5.js, however, when you want to randomly choose from a list of options, you can simply generate a random number with the <code>random()</code> function. It picks a random floating point (decimal) value within any range you want.</p>
<pre class="codesplit" data-code-language="javascript">let choice = floor(random(4));</pre>
<p>Here I declare a variable <code>choice</code> and assign it a random integer (whole number) with a value of 0, 1, 2, or 3 by removing the decimal places from the random floating point number using <code>floor()</code>. Technically speaking, the number picked by calling <code>random(4)</code> can never be 4.0, since the top end of the range isnt inclusive. Rather, the highest possibility is 3.999999999 (with as many 9s as JavaScript will allow), which <code>floor()</code> will round down to 3.</p>
@ -130,10 +130,10 @@ function draw() {
<figcaption>Each time you see an Example heading in this book, it means theres a corresponding code example available in the p5 web editor and found on the books website. If youre reading this book as a PDF or in print, then you'll only see screenshots of the resulting canvas.</figcaption>
</figure>
</div>
<p>There are a couple adjustments I could make to the random walker. For one, this <code>Walker</code> objects steps are limited to four options: up, down, left, and right. But any given pixel in the canvas can be considered to have eight possible neighbors, including diagonals (see Figure I.1). A ninth possibility to stay in the same place could also be an option.</p>
<p>There are a couple adjustments I could make to the random walker. For one, this <code>Walker</code> objects steps are limited to four options: up, down, left, and right. But any given pixel in the canvas can be considered to have eight possible neighbors, including diagonals (see Figure 0.1). A ninth possibility to stay in the same place could also be an option.</p>
<figure>
<img src="images/00_randomness/00_randomness_2.png" alt="Figure I.1 The steps of a random walker, with and without diagonals">
<figcaption>Figure I.1 The steps of a random walker, with and without diagonals</figcaption>
<img src="images/00_randomness/00_randomness_2.png" alt="Figure 0.1 The steps of a random walker, with and without diagonals">
<figcaption>Figure 0.1 The steps of a random walker, with and without diagonals</figcaption>
</figure>
<p>To implement a <code>Walker</code> object that can step to any neighboring pixel (or stay put), I could pick a number between 0 and 8 (nine possible choices). However, another way to write the code would be to pick from three possible steps along the x-axis (-1, 0, or 1) and three possible steps along the y-axis.</p>
<pre class="codesplit" data-code-language="javascript"> step() {
@ -154,7 +154,7 @@ function draw() {
<p>All of these variations on the “traditional” random walk have one thing in common: at any moment in time, the probability that the <code>Walker</code> will take a step in a given direction is equal to the probability that the <code>Walker</code> will take a step in any other direction. In other words, if there are four possible steps, there is a 1 in 4 (or 25 percent) chance the <code>Walker</code> will take any given step. With nine possible steps, its a 1 in 9 chance (about 11.1 percent).</p>
<p>Conveniently, this is how the <code>random()</code> function works. p5s random number generator (which operates behind the scenes) produces a <strong><em>uniform distribution</em></strong> of numbers. You can test this distribution with a sketch that counts each time a random number is picked and graphs it as the height of a rectangle.</p>
<div data-type="example">
<h3 id="example-i2-random-number-distribution">Example I.2: Random number distribution</h3>
<h3 id="example-02-random-number-distribution">Example 0.2: Random number distribution</h3>
<figure>
<div data-type="embed" data-p5-editor="https://editor.p5js.org/natureofcode/sketches/u4vTwZuhT" data-example-path="examples/00_randomness/example_i_2_random_distribution"><img src="examples/00_randomness/example_i_2_random_distribution/screenshot.png"></div>
<figcaption></figcaption>
@ -162,10 +162,12 @@ function draw() {
</div>
<pre class="codesplit" data-code-language="javascript">//{!1} An array to keep track of how often random numbers are picked
let randomCounts = [];
//{!1} Total number of slots
let total = 20;
function setup() {
createCanvas(640, 240);
for (let i = 0; i &#x3C; 20; i++) {
for (let i = 0; i &#x3C; total; i++) {
randomCounts[i] = 0;
}
}
@ -178,28 +180,28 @@ function draw() {
randomCounts[index]++;
stroke(0);
fill(175);
fill(127);
let w = width / randomCounts.length;
//{!3 .offset-top} Graphing the results
for (let x = 0; x &#x3C; randomCounts.length; x++) {
rect(x * w, height - randomCounts[x], w - 1, randomCounts[x]);
}
}</pre>
<p>Notice how each bar of the graph differs slightly in height. The sample size (the number of random numbers picked) is small, so occasional discrepancies where certain numbers are picked more often emerge. Over time, with a good random number generator, this would even out.</p><a data-type="indexterm" data-primary="pseudo-random numbers"></a><a data-type="indexterm" data-primary="random number generators" data-secondary="pseudo-random numbers"></a>
} </pre>
<p>Notice how each bar of the graph differs slightly in height. The sample size (the number of random numbers picked) is small, so occasional discrepancies where certain numbers are picked more often emerge. Over time, with a good random number generator, this would even out.</p>
<div data-type="note">
<h3 id="pseudorandom-numbers">Pseudorandom Numbers</h3>
<p>The random numbers from the <code>random()</code> function arent truly random; instead, theyre known as <strong><em>pseudorandom</em></strong> because theyre the result of a mathematical function that merely simulates randomness. This function would yield a pattern over time, and thus stop seeming to be random. That time period is so long, however, that <code>random()</code> is random enough for the examples in this book.</p>
</div>
<div data-type="exercise">
<h3 id="exercise-i1">Exercise I.1</h3>
<p>Create a random walker that has a tendency to move down and to the right. (The solution follows in the next section.)</p>
<p>Create a random walker that has a greater tendency to move down and to the right. (The solution follows in the next section.)</p>
</div>
<h2 id="probability-and-nonuniform-distributions">Probability and Nonuniform Distributions</h2>
<p>Uniform randomness often isnt the most thoughtful solution to a design problem—in particular, the kind of problem that involves building an organic or natural-looking simulation. With a few tricks, however, the <code>random()</code> function can instead produce <strong><em>nonuniform distributions</em></strong> of random numbers, where some outcomes are more likely than others. This can yield more interesting, seemingly natural results.</p>
<p>Think about when you first started programming with p5.js. Perhaps you wanted to draw a lot of circles on the screen, so you said to yourself, “Oh, I know! Ill draw all these circles at random positions, with random sizes and random colors.” Seeding a system with randomness is a perfectly reasonable starting point when youre learning the basics of computer graphics, but in this book, Im looking to build systems modeled on what we see in nature, and pure randomness wont always cut it. Sometimes you have to put your thumb on the scales a little bit.</p>
<p>Think about when you first started programming with p5.js. Perhaps you wanted to draw a lot of circles on the screen, so you said to yourself, “Oh, I know! Ill draw all these circles at random positions, with random sizes and random colors.” Seeding a system with randomness is a perfectly reasonable starting point when youre learning the basics of computer graphics, but in this book, Im looking to build systems modeled on what we see in nature, and <em>u</em><em>niform</em> randomness wont always cut it. Sometimes you have to put your thumb on the scales a little bit.</p>
<p>Creating a nonuniform distribution of random numbers will come in handy throughout the book. In Chapter 9s genetic algorithms, for example, Ill need a methodology for performing “selection”—which members of the population should be selected to pass their DNA to the next generation? This is akin to the Darwinian concept of “survival of the fittest.” Say you have an evolving population of monkeys. Not every monkey has an equal chance of reproducing. To simulate Darwinian natural selection, you cant simply pick two random monkeys to be parents. The more “fit” ones should be more likely to be chosen. This could be considered the “probability of the fittest.”</p>
<p>Let me pause here and take a look at probabilitys basic principles, so I can apply more precise words to the coding examples to come. Ill start with single-event probability—the likelihood that a given event will occur.</p>
<p>If you have a system with a certain number of equally likely possible outcomes, the probability of the occurrence of a given event equals the number of outcomes that qualify as that event divided by the total number of all possible outcomes. A coin toss is a simple example: it has only two possible outcomes, heads or tails. Theres only one way to flip heads, so the probability that the coin will turn up heads is one divided by two: 1/2, or 50 percent.</p>
<p>Let me pause here and take a look at probabilitys basic principles, so I can apply more precise words to the coding examples to come. Ill start with single-event probability—the likelihood that a given event will occur. In probability, <strong><em>outcomes</em></strong> refer to all the possible results of a random process, and an <strong><em>event</em></strong> is the specific outcome or combination of outcomes being considered.</p>
<p>If you have a scenario where each outcome is just as likely as the others, the probability of given event occurring equals the number of outcomes that match that event divided by the total number of all potential outcomes. A coin toss is a simple example: it has only two possible outcomes, heads or tails. Theres only one way to flip heads, so the probability that the coin will turn up heads is one divided by two: 1/2, or 50 percent.</p>
<p>Take a deck of 52 cards. The probability of drawing an ace from that deck is:</p>
<div data-type="equation">\textrm{number of aces } / \textrm{ number of cards} = 4 / 52 = 0.077 \approx 8\%</div>
<p>The probability of drawing a diamond is:</p>
@ -276,7 +278,7 @@ if (num &#x3C; 0.6) {
<p>Another common use of this technique is to control the probability of an event that you want to occur sporadically in your code. For example, lets say you create a sketch that starts a new random walker at regular time intervals (every 100 frames). With <code>random()</code> you could instead assign a 1 percent chance of a new walker starting. The end result is the same (a new walker every 1 out of 100 frames on average), but the latter incorporates chance and feels more dynamic and unpredictable.</p>
<div data-type="exercise">
<h3 id="exercise-i3">Exercise I.3</h3>
<p>Create a random walker with dynamic probabilities. For example, can you give it a 50 percent chance of moving in the direction of the mouse?</p>
<p>Create a random walker with dynamic probabilities. For example, can you give it a 50 percent chance of moving in the direction of the mouse? Remember, you can use <code>mouseX</code> and <code>mouseY</code> to get the current mouse position in p5.js!</p>
</div>
<h2 id="a-normal-distribution-of-random-numbers">A Normal Distribution of Random Numbers</h2>
<p>Another way to create a nonuniform distribution of random numbers is to use a <strong><em>normal distribution</em></strong>, where the numbers cluster around an average value. To see why this is useful, lets go back to that population of simulated monkeys and assume your sketch generates a thousand <code>Monkey</code> objects, each with a random height value between 200 and 300 (as this is a world of monkeys that have heights between 200 and 300 pixels).</p>
@ -292,7 +294,7 @@ if (num &#x3C; 0.6) {
<p>In the case of height values between 200 and 300, you probably have an intuitive sense of the mean (average) as 250. However, what if I were to say that the standard deviation is 3? Or 15? What does this mean for the numbers? The graph depicted in Figure I.2 should give you a hint. On the left is a distribution with a very low standard deviation, where the majority of the values pile up around the mean (they dont deviate much from the standard). The version on the right has a higher standard deviation, so the values are more evenly spread out from the average (they deviate more).</p>
</div>
<div data-type="web-only">
<p>In the case of height values between 200 and 300, you probably have an intuitive sense of the mean (average) as 250. However, what if I were to say that the standard deviation is 3? Or 15? What does this mean for the numbers? The graph depicted in Figure I.2 should give you a hint. The standard deviation changes over time. When the animation begins, it shows a distribution with a very low standard deviation, where the majority of the values pile up around the mean (they dont deviate much from the standard). As the standard deviation increases, the values spread out more evenly from the average (since theyre more likely to deviate).</p>
<p>In the case of height values between 200 and 300, you probably have an intuitive sense of the mean (average) as 250. However, what if I were to say that the standard deviation is 3? Or 15? What does this mean for the numbers? The graph depicted in Figure I.2 should give you a hint. The standard deviation changes over time. When the animation begins, it shows a high peak. This is a distribution with a very low standard deviation, where the majority of the values pile up around the mean (they dont deviate much from the standard). As the standard deviation increases, the values spread out more evenly from the average (since theyre more likely to deviate).</p>
</div>
<p>The numbers work out as follows: Given a population, 68 percent of the members of that population will have values in the range of one standard deviation from the mean, 95 percent within two standard deviations, and 99.7 percent within three standard deviations. Given a standard deviation of 5 pixels, only 0.3 percent of the monkey heights will be less than 235 pixels (three standard deviations below the mean of 250) or greater than 265 pixels (three standard deviations above the mean of 250). Meanwhile, 68 percent of monkey heights will be between 245 and 255 pixels.</p>
<div data-type="note">
@ -427,8 +429,8 @@ let step = 10;
let stepx = random(-step, step);
let stepy = random(-step, step);
x += stepx;
y += stepy;</pre>
this.x += stepx;
this.y += stepy;</pre>
<p>(In Chapter 1, Ill show how to vary the step sizes more efficiently with vectors.)</p>
</div>
<h2 id="perlin-noise-a-smoother-approach">Perlin Noise (A Smoother Approach)</h2>
@ -456,7 +458,7 @@ circle(x, 180, 16);</pre>
let x = random(0, width);
// (Tempting, but this is not correct!)
let x = noise(0, width);
circle(x, 180 16);</pre>
circle(x, 180, 16);</pre>
<p>Conceptually, this is exactly what you want to do—calculate an x-value that ranges between 0 and the width according to Perlin noise—but this isnt the correct implementation. While the arguments to the <code>random()</code> function specify a range of values between a minimum and a maximum, <code>noise()</code> doesnt work this way. Instead, its output range is fixed: it always returns a value between 0 and 1. Youll see in a moment that you can get around this easily with p5s <code>map()</code> function, but first lets examine what exactly <code>noise()</code> expects you to pass in as an argument.</p>
<p>One-dimensional Perlin noise can be thought of as a linear sequence of values over time. For example:</p>
<table>
@ -514,7 +516,7 @@ function draw() {
<img src="images/00_randomness/00_randomness_4.png" alt="Figure I.6: Demonstrating short and long jumps in time in Perlin noise">
<figcaption>Figure I.6: Demonstrating short and long jumps in time in Perlin noise</figcaption>
</figure>
<p>Try running the code several times, incrementing <code>t</code> by 0.01, 0.02, 0.05, 0.1, and 0.0001, and youll see different results.</p>
<p>In the upcoming code examples that utilize Perlin noise, pay attention to how the animation changes with varying values of <code>t</code>.</p>
<h3 id="noise-ranges">Noise Ranges</h3>
<p>Once you have noise values that range between 0 and 1, its up to you to map that range to whatever size suits your purpose. The easiest way to do this is with p5s <code>map()</code> function (Figure I.7). It takes five arguments. First is the value you want to map, in this case <code>n</code>. This is followed by the values current range (minimum and maximum), followed by the desired range.</p>
<figure>
@ -548,8 +550,8 @@ function draw() {
step() {
//{!2} x- and y-position mapped from noise
this.x = map(noise(tx), 0, 1, 0, width);
this.y = map(noise(ty), 0, 1, 0, height);
this.x = map(noise(this.tx), 0, 1, 0, width);
this.y = map(noise(this.ty), 0, 1, 0, height);
//{!2} Move forward through “time.”
this.tx += 0.01;
@ -571,15 +573,15 @@ function draw() {
<figure>
<div class="col-list">
<div>
<img src="images/00_randomness/00_randomness_7.png" alt="Figure I.9: Comparing neighboring Perlin noise values in one (left) and two (right) dimensions">
<img src="images/00_randomness/00_randomness_7.png" alt="Figure 0.9: Comparing neighboring Perlin noise values in one (left) and two (right) dimensions">
</div>
<div>
<img src="images/00_randomness/00_randomness_8.png" alt="">
</div>
</div>
<figcaption>Figure I.9: Comparing neighboring Perlin noise values in one (left) and two (right) dimensions</figcaption>
<figcaption>Figure 0.9: Comparing neighboring Perlin noise values in one (left) and two (right) dimensions</figcaption>
</figure>
<p>Two-dimensional noise works exactly the same way conceptually. The difference, of course, is that the values arent just written in a linear path along one row of the graph paper, but rather fill the whole grid. A given value will be similar to all of its neighbors: above, below, to the right, to the left, and along any diagonal, as in the right half of Figure I.9.</p>
<p>Two-dimensional noise works exactly the same way conceptually. The difference, of course, is that the values arent just written in a linear path along one row of the graph paper, but rather fill the whole grid. A given value will be similar to all of its neighbors: above, below, to the right, to the left, and along any diagonal, as in the right half of Figure 0.9.</p>
<figure>
<img src="images/00_randomness/00_randomness_9.png" alt="">
<figcaption></figcaption>
@ -605,6 +607,8 @@ for (let x = 0; x &#x3C; width; x++) {
pixels[index ] = bright;
pixels[index + 1] = bright;
pixels[index + 2] = bright;
//{!1} Set alpha of 255 (no transparency).
pixels[index + 3] = 255;
}
}
updatePixels();</pre>
@ -625,10 +629,11 @@ for (let x = 0; x &#x3C; width; x++) {
let bright = map(noise(xoff, yoff), 0, 1, 0, 255);
// Use x and y for pixel position.
let index = (x + y * width) * 4;
// Setting the red, green, and blue values
// Setting the red, green, blue, alpha values
pixels[index] = bright;
pixels[index + 1] = bright;
pixels[index + 2] = bright;
pixels[index + 3] = 255;
//{!1 .bold} Increment yoff.
yoff += 0.01;
}
@ -637,15 +642,15 @@ for (let x = 0; x &#x3C; width; x++) {
}</pre>
<p>I have to confess, I've done something rather confusing. I've used <em>one-dimensional</em><strong> </strong>noise to set <em>two</em> variables (<code>this.x</code> and <code>this.y</code>) controlling the 2D motion of a walker. Then, I promptly moved on to using <em>two-dimensional</em> noise to set <em>one</em> variable (<code>bright</code>) controlling the brightness of each pixel in the canvas. The key difference here is that for the walker, my goal is to have two independent <em>one-dimensional</em> noise values; its just a coincidence that Im using them to move an object through <em>two-dimensional</em> space. The way to accomplish this is to use two different offsets (<code>this.tx</code> and <code>this.ty</code>) to pull values from different parts of the same one-dimensional noise space. Meanwhile, in the 2D noise example, both <code>xoff</code> and <code>yoff</code> start at 0 because I'm just looking for a single value (a pixel brightness) for a given point in a two-dimensional noise space. The walker is actually navigating two separate one-dimensional noise <em>paths</em>, whereas the pixels are single values in a two-dimensional space.</p>
<div data-type="exercise">
<h3 id="exercise-i8">Exercise I.8</h3>
<h3 id="exercise-08">Exercise 0.8</h3>
<p>Play with color, <code>noiseDetail()</code>, and the rate at which <code>xoff</code> and <code>yoff</code> are incremented to achieve different visual effects.</p>
</div>
<div data-type="exercise">
<h3 id="exercise-i9">Exercise I.9</h3>
<h3 id="exercise-09">Exercise 0.9</h3>
<p>Add a third argument to noise that increments once per cycle through <code>draw()</code> to animate the two-dimensional noise.</p>
</div>
<div data-type="exercise">
<h3 id="exercise-i10">Exercise I.10</h3>
<h3 id="exercise-010">Exercise 0.10</h3>
<p>Use the noise values as the elevations of a landscape.</p>
<figure>
<div data-type="embed" data-p5-editor="https://editor.p5js.org/natureofcode/sketches/Rw2uKJLU2" data-example-path="examples/00_randomness/exercise_i_10_noise_terrain"><img src="examples/00_randomness/exercise_i_10_noise_terrain/screenshot.png"></div>
@ -662,10 +667,10 @@ for (let x = 0; x &#x3C; width; x++) {
<div data-type="embed" data-p5-editor="https://editor.p5js.org/natureofcode/sketches/mKmLM-JPi" data-example-path="examples/00_randomness/figure_i_12_flow_field_with_perlin_noise"><img src="examples/00_randomness/figure_i_12_flow_field_with_perlin_noise/screenshot.png"></div>
</div>
</div>
<figcaption>Figure I.11 Tree With Perlin Noise on the left and Flow field with Perlin noise on the right</figcaption>
<figcaption>Figure 0.11 Tree With Perlin Noise on the left and Flow field with Perlin noise on the right</figcaption>
</figure>
<h2 id="onward">Onward</h2>
<p>Ive talked in this chapter about how its easy to become over reliant on pure randomness. In many ways, its the most obvious answer to the kinds of questions we ask continuously: How should this object move? What color should it be? This obvious answer, however, is sometimes a lazy one.</p>
<p>Ive talked in this chapter about how its easy to become over reliant on randomness. In many ways, its the most obvious answer to the kinds of questions we ask continuously: How should this object move? What color should it be? This obvious answer, however, is sometimes a lazy one.</p>
<p>As I finish this chapter, its also worth noting that you could just as easily fall into the trap of overusing Perlin noise. How should this object move? Perlin noise! What color should it be? Perlin noise! How fast should it grow? Perlin noise!</p>
<p>The point of all of this is not to say that you should or shouldnt use randomness. Or that you should or shouldnt use Perlin noise. The point is that the rules of your system are yours to define. The larger your programming toolbox, the more choices youll have as you implement those rules. If all you know is randomness, then your design thinking is limited. Sure, Perlin noise helps, but youll need more. A lot more. The goal of this book is to fill your toolbox, so you can make more informed choices and design more thoughtful systems.</p>
<p></p>

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@ -922,7 +922,7 @@ class Body {
//{inline} All the other stuff from before.
//${!7} The attract method is now part of the Body class.
//{!7} The attract method is now part of the Body class.
attract(body) {
let force = p5.Vector.sub(this.position, body.position);
let d = constrain(force.mag(), 5, 25);

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@ -245,7 +245,7 @@ function draw() {
<table>
<thead>
<tr>
<th>Value of <code>i</code></th>
<th><code>i</code></th>
<th>Particle</th>
<th>Action</th>
</tr>

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@ -69,8 +69,8 @@ console.log(s);</pre>
<table>
<thead>
<tr>
<th>Genotype</th>
<th>Phenotype</th>
<th>Genotype <code>100px</code></th>
<th>Phenotype <code>140px</code></th>
</tr>
</thead>
<tbody>

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@ -479,18 +479,117 @@ function draw() {
<p>The above diagram is known as a <em>multi-layered perceptron</em>, a network of many neurons. Some are input neurons and receive the inputs, some are part of whats called a “hidden” layer (as they are connected to neither the inputs nor the outputs of the network directly), and then there are the output neurons, from which the results are read.</p>
<p>Training these networks is much more complicated. With the simple perceptron, you could easily evaluate how to change the weights according to the error. But here there are so many different connections, each in a different layer of the network. How does one know how much each neuron or connection contributed to the overall error of the network?</p>
<p>The solution to optimizing weights of a multi-layered network is known as <strong><em>backpropagation</em></strong>. The output of the network is generated in the same manner as a perceptron. The inputs multiplied by the weights are summed and fed forward through the network. The difference here is that they pass through additional layers of neurons before reaching the output. Training the network (i.e. adjusting the weights) also involves taking the error (desired result - guess). The error, however, must be fed backwards through the network. The final error ultimately adjusts the weights of all the connections.</p>
<p>Backpropagation is a bit beyond the scope of this book and involves a fancier activation function (called the sigmoid function) as well as some basic calculus. If you are interested in how backpropagation works, check the book website (and GitHub repository) for an example that solves <em>XOR</em> using a multi-layered feed forward network with backpropagation.</p>
<p>Instead, here I'll shift the focus to using neural networks in ml5.js.</p>
<h2 id="create-a-train-a-neural-network-with-ml5js">Create a train a neural network with ml5.js</h2>
<p>simple example with colors?</p>
<p>reference teachable machine, transfer learning and image classification?</p>
<h2 id="classification-and-regression">Classification and Regression</h2>
<p>Explain regression</p>
<p>Backpropagation is beyond the scope of this book and involves a fancier activation function (called the sigmoid function) as well as some basic calculus. If you are interested in continuing down this road and learning more about how backpropagation works, you can find <a href="https://github.com/CodingTrain/Toy-Neural-Network-JS">my “toy neural network” project at github.com/CodingTrain</a> with links to accompanying video tutorials. They go through all the steps of solving <em>XOR</em> using a multi-layered feed forward network with backpropagation. For this chapter, however, Id like to get some help and phone a friend.</p>
<h2 id="machine-learning-with-ml5js">Machine Learning with ml5.js</h2>
<p>That friend is ml5.js. Inspired by the philosophy of p5.js, ml5.js is a JavaScript library that aims to make machine learning accessible to a wide range of artists, creative coders, and students. It is built on top of TensorFlow.js, Google's open-source library that runs machine learning models directly in the browser without the need to install or configure complex environments. However, TensorFlow.js's low-level operations and highly technical API can be intimidating to beginners. That's where ml5.js comes in, providing a friendly entry point for those who are new to machine learning and neural networks.</p>
<p>Before I get to my goal of adding a "neural network" brain to a steering agent and tying ml5.js back into the story of the book, I would like to demonstrate step-by-step how to train a neural network model with "supervised learning." There are several key terms and concepts important to cover, namely “classification”, “regression”, “inputs”, and “outputs”. Examining these ideas within the context of supervised learning scenario is a great way to explore on these foundational concepts, introduce the syntax of the ml5.js library, and tie everything together.</p>
<h3 id="classification-and-regression">Classification and Regression</h3>
<p>The majority of machine learning tasks fall into one of two categories: classification and regression. Classification is probably the easier of the two to understand at the start. It involves predicting a “label” (or “category” or “class”) for a piece of data. For example, an “image classifier" might try to guess if a photo is of a cat or a dog and assign the corresponding label.</p>
<p><strong><em>[FIGURE OF CAT OR DOG OR BIRD OR MONKEY OR ILLUSTRATIONS ASSIGNED A LABEL?]</em></strong></p>
<p>This doesnt happen by magic, however. The model must first be shown many examples of dog and cat illustrations with the correct labels in order to properly configure all the weights of all the connections. This is the supervised learning training process.</p>
<p>The simplest version of this scenario is probably the classic “Hello, World” demonstration of machine learning known as “MNIST”. MNIST, short for 'Modified National Institute of Standards and Technology,' is a dataset that was collected and processed by Yann LeCun and Corinna Cortes (AT&#x26;T Labs) and Christopher J.C. Burges (Microsoft Research). It is widely used for training and testing in the field of machine learning and consists of 70,000 handwritten digits from 0 to 9, each digit being a 28x28 pixel grayscale image.</p>
<p><strong><em>[FIGURE FOR MNIST?]</em></strong></p>
<p>While I won't be building a complete MNIST model for training and deployment, it serves as a canonical example of a training dataset for image classification: 70,000 images each assigned one of 10 possible labels. The key element of classification is that the output of the model involves a fixed number of discrete options. There are only 10 possible digits that the model can guess, no more and no less. After the data is used to train the model, the goal is to classify new images and assign the appropriate label.</p>
<p>Regression, on the other hand, is a machine learning task where the prediction is a continuous value, typically a floating point number. A regression problem can involve multiple outputs, but when beginning its often simpler to think of it as just one.</p>
<p>Consider a machine learning model that predicts the daily electricity usage of a house based on any number of factors like number of occupants, size of house, temperature outside. Here, rather than a goal of the neural network picking from a discrete set of options, it makes more sense for the neural network to guess a number. Will the house use 30.5 kilowatt-hours of energy that day? 48.7 kWh? 100.2 kWh? The output is therefore a continuous value that the model attempts to predict.</p>
<p><strong><em>[FIGURE ILLUSTRATING REGRESSION?]</em></strong></p>
<h3 id="inputs-and-outputs">Inputs and Outputs</h3>
<p>Once the task has been determined, the next step is to finalize the configuration of inputs and outputs of the neural network. In the case of MNIST, each image is a collection of 28x28 grayscale pixels and each pixel can be represented as a single value (ranging from 0-255). The total pixels is <span data-type="equation">28 \times 28 = 784</span>. The grayscale value of each pixel is an input to the neural network.</p>
<figure>
<img src="images/10_nn/10_nn_13.jpg" alt="Place holder figure (just show the inputs first?, borrowed from https://ml4a.github.io/ml4a/looking_inside_neural_nets/">
<figcaption>Place holder figure (just show the inputs first?, borrowed from <a href="https://ml4a.github.io/ml4a/looking_inside_neural_nets/">https://ml4a.github.io/ml4a/looking_inside_neural_nets/</a></figcaption>
</figure>
<p>Since there are 10 possible digits 0-9, the output of the neural network is a prediction of one of 10 labels.</p>
<p><strong><em>[FIGURE NOW ADDS THE OUTPUTS IN]</em></strong></p>
<p>Lets consider the regression scenario of predicting the electricity usage of a house. Lets assume you have a table with the following data:</p>
<table>
<tbody>
<tr>
<td><strong>Occupants</strong></td>
<td><strong>Size (m²)</strong></td>
<td><strong>Temperature Outside (°C)</strong></td>
<td><strong>Electricity Usage (kWh)</strong></td>
</tr>
<tr>
<td>4</td>
<td>150</td>
<td>24</td>
<td>25.3</td>
</tr>
<tr>
<td>2</td>
<td>100</td>
<td>25.5</td>
<td>16.2</td>
</tr>
<tr>
<td>1</td>
<td>70</td>
<td>26.5</td>
<td>12.1</td>
</tr>
<tr>
<td>4</td>
<td>120</td>
<td>23</td>
<td>22.1</td>
</tr>
<tr>
<td>2</td>
<td>90</td>
<td>21.5</td>
<td>15.2</td>
</tr>
<tr>
<td>5</td>
<td>180</td>
<td>20</td>
<td>24.4</td>
</tr>
<tr>
<td>1</td>
<td>60</td>
<td>18.5</td>
<td>11.7</td>
</tr>
</tbody>
</table>
<p>Here in this table, the inputs to the neural network are the first three columns (occupants, size, temperature). The fourth column on the right is what the neural network is expected to guess, or the output.</p>
<p><strong><em>[FIGURE SHOWING 3 inputs + 1 output]</em></strong></p>
<h3 id="setting-up-the-neural-network-with-ml5js">Setting up the Neural Network with ml5.js</h3>
<p>In a typical machine learning scenario, the next step after establishing the inputs and outputs is to configure the full architecture of the neural network. This involves specifying the number of hidden layers between the inputs and outputs, the number of neurons in each layer, which activation functions to use, and more! While all of this is technically possible in ml5.js, using a high-level library has the advantage of making its best guesses based on the task, inputs, and outputs to configure the network and so I can get started writing the code itself!</p>
<p>Just as demonstrated with Matter.js and toxiclibs.js in chapter 6, the ml5.js library can be imported into <em>index.html.</em></p>
<pre class="codesplit" data-code-language="javascript">&#x3C;script src="https://unpkg.com/ml5@latest/dist/ml5.min.js">&#x3C;/script></pre>
<p>The ml5.js library is a collection of machine learning models and functions that can be accessed with the syntax <code>ml5.functionName()</code>. If you wanted to use a pre-trained model that detects hands, you might say <code>ml5.handpose()</code> or for classifying images <code>ml5.imageClassifier()</code>. I encourage to explore all of what ml5.js has to offer (and I will reference some of these pre-trained models in upcoming exercise ideas), however, for this chapter, Ill be focusing on one function only in ml5.js, the function for creating a generic “neural network”: <code>ml5.neuralNetwork()</code>.</p>
<p>Creating the neural network involves first making a JavaScript object with the necessary configuration properties of the network. There are many options you can use to list, but almost all of them are optional as the network will use many defaults. The default task in ml5.js is “regression” so if you wanted to create a neural network for classification you would have to write the code as follows:</p>
<pre class="codesplit" data-code-language="javascript">let options = { task: "classification" }
let classifier = ml5.neuralNetwork(options);</pre>
<p>This, however, gives ml5.js very little to go on in terms of designing the network architecture. Adding the inputs and outputs will complete the rest of the puzzle for it. In the case of MNIST, we established there were 784 inputs (grayscale pixel colors) and 10 possible output labels (digits “0” through “9”). This can be configured in ml5.js with a single integer for the number of inputs and an array of strings for the list of output labels.</p>
<pre class="codesplit" data-code-language="javascript">let options = {
inputs: 784,
outputs: ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"],
task: "classification",
};
let digitClassifier = ml5.neuralNetwork(options);</pre>
<p>The electricity regression scenario involved 3 input values (occupants, size, temperature) and 1 output value (usage in kWh).</p>
<pre class="codesplit" data-code-language="javascript">let options = {
inputs: 3,
outputs: 1,
task: "regression",
};
let energyPredictor = ml5.neuralNetwork(options);</pre>
<p><strong><em>something to help manage expectations</em></strong></p>
<ul>
<li>These examples (MNIST and the energy predictor) are simplified versions of real-world problems.</li>
<li>Real-world problems often require more complex architectures and more data preparation.</li>
</ul>
<h2 id="gesture-classification">Gesture Classification</h2>
<p>This section will go through everything explained but build a simple example of classifying the direction of a vector.</p>
<h2 id="what-is-neat-neuroevolution-augmented-topologies">What is NEAT “neuroevolution augmented topologies)</h2>
<p>flappy bird scenario (classification) vs. steering force (regression)?</p>
<p>features?</p>
<h2 id="neuroevolution-steering">NeuroEvolution Steering</h2>
<p>obstacle avoidance example</p>
<p>obstacle avoidance example?</p>
<h2 id="other-possibilities">Other possibilities?</h2>
<p></p>
<div data-type="project">

View file

@ -28,16 +28,14 @@ class Walker {
step() {
const choice = floor(random(4));
if (choice === 0) {
if (choice == 0) {
this.x++;
} else if (choice === 1) {
} else if (choice == 1) {
this.x--;
} else if (choice === 2) {
} else if (choice == 2) {
this.y++;
} else {
this.y--;
}
this.x = constrain(this.x, 0, width - 1);
this.y = constrain(this.y, 0, height - 1);
}
}

View file

@ -4,8 +4,8 @@
// An array to keep track of how often random numbers are picked
const randomCounts = [];
const total = 20;
let randomCounts = [];
let total = 20;
function setup() {
createCanvas(640, 240);

View file

@ -11,28 +11,30 @@ function setup() {
}
function draw() {
walker.walk();
walker.display();
walker.step();
walker.show();
}
class Walker {
constructor() {
this.position = createVector(width / 2, height / 2);
// Perlin noise x and y offset
this.noff = createVector(random(1000), random(1000));
this.tx = 0;
this.ty = 10000;
}
display() {
step() {
//{!2} x- and y-position mapped from noise
this.x = map(noise(this.tx), 0, 1, 0, width);
this.y = map(noise(this.ty), 0, 1, 0, height);
//{!2} Move forward through “time.”
this.tx += 0.01;
this.ty += 0.01;
}
show() {
strokeWeight(2);
fill(127);
stroke(0);
ellipse(this.position.x, this.position.y, 48, 48);
}
walk() {
// Noise returns a value between 0 and 1
this.position.x = map(noise(this.noff.x), 0, 1, 0, width);
this.position.y = map(noise(this.noff.y), 0, 1, 0, height);
this.noff.add(0.01, 0.01, 0);
circle(this.x, this.y, 48);
}
}

View file

@ -6,17 +6,18 @@
class Lollipop {
constructor(x, y) {
this.w = 4;
this.h = 24;
this.w = 24;
this.h = 4;
this.r = 8;
let options = { restitution: 1 };
this.part1 = Bodies.rectangle(x, y, this.w, this.h, options);
this.part2 = Bodies.circle(x, y - this.h / 2, this.r, options);
this.part1 = Bodies.rectangle(x, y, this.w, this.h);
this.part2 = Bodies.circle(x + this.w / 2, y, this.r);
this.body = Body.create({
restitution: 0.5,
parts: [this.part1, this.part2],
});
Body.setVelocity(this.body, Vector.create(random(-5, 5), 0));
Body.setAngularVelocity(this.body, 0.1);
Composite.add(engine.world, this.body);
@ -24,19 +25,48 @@ class Lollipop {
// Drawing the lollipop
show() {
let position = this.body.position;
let angle = this.body.angle;
rectMode(CENTER);
fill(127);
stroke(0);
strokeWeight(1);
push();
translate(position.x, position.y);
rotate(angle);
rect(0, 0, this.w, this.h);
fill(200);
circle(0, this.h/2, this.r * 2);
pop();
if (mouseIsPressed) {
// The angle comes from the compound body
let angle = this.body.angle;
//{!2} Get the position for each part
let position1 = this.part1.position;
let position2 = this.part2.position;
fill(127);
stroke(0);
strokeWeight(1);
// Translate and rotate the rectangle (part1)
push();
translate(position1.x, position1.y);
rotate(angle);
rectMode(CENTER);
rect(0, 0, this.w, this.h);
pop();
// Translate and rotate the circle (part2)
push();
translate(position2.x, position2.y);
rotate(angle);
fill(200);
circle(0, 0, this.r * 2);
pop();
} else {
let position = this.body.position;
let angle = this.body.angle;
rectMode(CENTER);
fill(127);
stroke(0);
strokeWeight(1);
push();
translate(position.x, position.y);
rotate(angle);
rect(0, 0, this.w, this.h);
fill(200);
circle(this.w / 2, 0, this.r * 2);
pop();
}
}
checkEdge() {

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