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Patrick Rye
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Update to v5.0.0
## [5.0.0] - 2017-02-21 ### Added * Expanded config file. You can now modifiy max number of steps, number of players each generation and number of best players taken each generation. ### Changed * Base monsters array is now a vector. * Various changes to improve code readiability and performance. * Defines changed to constexpr. * Lots of code clean up. * Removed some unneeded debug messsages. * Generations are now vector based. * Steps are now vector based. ### Fixed * Bug with play sometimes not collecting a coin * Bug with gravity not being applied correctly
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.gitignore

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/OtherLibraries/*
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/gh-pages/
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Project/Experimental-Platformer-AI.layout.cbTemp

Documentation/ChangeLog.md

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All notable changes to this project will be documented here.
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This project adheres to [Semantic Versioning](http://semver.org/)
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## [5.0.0] - 2017-02-21
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### Added
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* Expanded config file. You can now modifiy max number of steps, number of players each generation and number of best players taken each generation.
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### Changed
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* Base monsters array is now a vector.
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* Various changes to improve code readiability and performance.
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* Defines changed to constexpr.
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* Lots of code clean up.
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* Removed some unneeded debug messsages.
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* Generations are now vector based.
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* Steps are now vector based.
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### Fixed
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* Bug with play sometimes not collecting a coin
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* Bug with gravity not being applied correctly
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## UNRELEASED [4.2.0] - 2015-09-22
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### Added
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* Human inputs for game under certain builds
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* Map
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* Map tiles now referenced in hexadecimal
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### Notes
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* This version was never fully released on its own because I stopped working on it before it was ready for release.
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When I came back to it, there were too many things I wanted to changed for me to consider it under the same version number, so I just named those updates as v5.0.0
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## [4.1.3] - 2015-09-11
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### Added

Documentation/Manual.md

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```
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Config File for the program.
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4.1.0-rc.1
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5.0.0-r
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First Generation Steps: 100
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Generation Increase: 100
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Gens Past Growth: 10
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Max Player steps: 500
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Players per Generation: 40
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Best players per generation: 10
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Percent Mutation Chance: 15
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Log to File: 1
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Hard mode: 0
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Show map on update: 1
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Hard mode: 1
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Show map on update: 0
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Random Seed: [12345]
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Append Time: 1
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Only define these if the default screen size doesn't work for you, otherwise leave blank.
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A Patch to the program will never affect the config file unless the patch is to the config file. In this cause the program will just load the old config file. If we end up making changes to the config file
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in a patch; then that release will say in it to delete old config files.
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The Software status will only appear if it is NOT a release version (such as a Beta, Alpha, or RC). The software will check this and replace the config if it doesn't match the current software status.
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The software status is the status of this version, if a release/release candidate/beta/alpha cand The software will check this and replace the config if it doesn't match the current software status.
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The Status Update is an internally number we use to keep track of how far into a Software Status we are. It is meaning less to the program.
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This number is the number of generations that will be taken during the steady phase. During this phase the steps will be equal to the Max Player Steps.
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A number between 0 and 50 is recommended; although the higher the number the "better" the AI should get (in theory).
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### Max Player Steps
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The most steps allowed for a player. A big number may effect performance drastically due to memory allocation.
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### Players Per Generation
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How many players are in each generation. A big number may effect performance drastically due to memory allocation.
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### Best Players Per Generation
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How many players are taken from each generation to be used to make the next generation. A big number may effect performance drastically due to memory allocation.
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### Percent Mutation Chance
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This is a number between 0 and 99 that is the percent chance that a player will have their direction mutated into something random. This is to give the players a bit more variety between generations
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This is a number that can be between 0 and 65,535 that is used to seed rand and allow each run of the program to be slightly different. Read [this] (https://en.wikipedia.org/wiki/Random_seed) if you want to
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know more about seeding. Please ensure that the number is between the brackets in order to be read properly.
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This is useful because if you set a specific seed and turn of Append Time (see below) then all the random number generators will always give the same number. This is useful for seeing how change to the map,
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This is useful because if you set a specific seed and turn off Append Time (see below) then all the random number generators will always give the same number. This is useful for seeing how change to the map,
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or how players are "mated" affect the fitness.
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### Append Time

Documentation/Naming Notation.md

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| Scope | Prefix | Example |
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| ------------- |:----------------------------:|--------------------|
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| Global | In Global Namespace or g_ | Global::blnLogging |
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| Global | In Global Namespace or g_ | global::blnLogging |
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| Local | None | strMyString |
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| Constant | k | kblnMyConstant |
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| Define | DEFINED_ (everything in caps)| DEFINED_MAP_WIDTH |
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## Types

Documentation/ToDo.md

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Please note that this list is more about documents I need to make, folders I need to reorganize or other stuff such as that.
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Improvements to the code can be made as [Issues] (https://github.com/GamerMan7799/Experimental-Platformer-AI/issues) under the label Suggestion.
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Improvements to the code can be made as [Issues] (https://github.com/Dragon-Wonder/Experimental-Platformer-AI/issues) under the label Suggestion.
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## Todo
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Project/Experimental-Platformer-AI.cbp

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<Option projectLibDirsRelation="0" />
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<Compiler>
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<Add option="-Os" />
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<Add option="-std=c++11" />
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<Add directory="../SDL2Stuff/include" />
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<Option type="1" />
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<Option compiler="gcc" />
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<Option use_console_runner="0" />
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<Option projectCompilerOptionsRelation="2" />
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<Option projectLinkerOptionsRelation="2" />
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<Option projectIncludeDirsRelation="0" />
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<Option projectResourceIncludeDirsRelation="0" />
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<Option projectLibDirsRelation="0" />
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<Compiler>
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<Add option="-Os" />
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<Add option="-std=c++11" />
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<Add option="-D__NO_INLINE__" />
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<Add directory="../SDL2Stuff/include" />
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</Compiler>
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<Linker>
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<Add option="-s" />
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<Add library="mingw32" />
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<Add directory="../SDL2Stuff/lib" />
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</Target>
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</Build>
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<Extensions>
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<DoxyBlocks>
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<comment_style block="5" line="0" />
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<doxyfile_project project_number="v4.2.0-Beta.5" />
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<doxyfile_project project_number="v5.0.0" />
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<doxyfile_build extract_all="1" extract_private="1" />
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<doxyfile_output />

Project/doxygen/Doxyfile

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# could be handy for archiving the generated documentation or if some version
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# control system is used.
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PROJECT_NUMBER = v4.2.0-Beta.5
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# Using the PROJECT_BRIEF tag one can provide an optional one line description
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README.md

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# Experimental Platformer AI
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(Check out the gh-pages of this project by going to [http://gamerman7799.github.io/Experimental-Platformer-AI/])
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(Check out the gh-pages of this project by going to [http://dragon-wonder.github.io/Experimental-Platformer-AI/])
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## Introduction
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We are always open to people contributing to the project by giving suggestions, or helping us with improvements.
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If you have any questions or a suggestions or improvement please feel free to leave it as an issue in [this tab] (https://github.com/GamerMan7799/Experimental-Platformer-AI/issues).
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If you have any questions or a suggestions or improvement please feel free to leave it as an issue in [this tab] (https://github.com/Dragon-Wonder/Experimental-Platformer-AI/issues).
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## Building the Project
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### Windows
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You can download the .exe under the [Releases Tab](https://github.com/GamerMan7799/Experimental-Platformer-AI/releases) you will need the SDL2 runtime binaries (see above).
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You can download the .exe under the [Releases Tab](https://github.com/Dragon-Wonder/Experimental-Platformer-AI/releases) you will need the SDL2 runtime binaries (see above).
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If you wish to compile it yourself you can use the Compile.bat files if you have MinGW on your computer, or you can use the Compile.sh in the Debug folder if you have Cygwin, or you can open the Code Block project file and compile it that way.
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SDL2Stuff/Changes.txt

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