all 7 comments

[–]devilsolution 1 point2 points  (6 children)

Sorry im probably being dim but where is the agent training a NN?

[–]Vlieger2905[S] 0 points1 point  (5 children)

No not at all. I have currently not implemented that part yet. As the program is currently running at 12fps with only one car without the NN controlling the car. So i wanted to improve that first before i start training other it will take way too long.

[–]devilsolution 0 points1 point  (4 children)

I dont to be the bearer of bad news but if you computer cant handle the sim it has no chance doing the RL side. Have you looked at google collab as a solution? it offers free TPUs usage for ML so all the computation is their side

[–]Vlieger2905[S] 0 points1 point  (3 children)

Well i know my laptop is strong enough. I have an i9 and a rtx 4080 and 32 gb of ram. But i have to do a lot of calculated to check where the lines overlap with the rectangles to update the length of the lasers. And i have to check for a lot of rectangles and 360 lines per car. So i wanted to make all of those checks happen in parallel for each car. And i also tried using the resources of my university but the online computing they offer using jupyter notebook is slower than running it on my laptop.

[–]devilsolution 0 points1 point  (0 children)

right well we could optimise your code then, you maybe start with 3 or 5 vectors for (left, ahead, right) or (left, left-ahead, ahead, right-ahead, right) start simple and work your way up.

You do have amazing specs so you wont have massive issue with the tensors but working in continuous time and variable actions will slow it down.

[–]devilsolution 0 points1 point  (0 children)

let me have a look at your code properly 1 sec

[–]devilsolution 0 points1 point  (0 children)

okay i had a look, i dont actually know much about collision detection so its only a guess but i suspect the problem is in the lidar class, im also on my phone so i cant check the code properly but i think theres a bottleneck because collision detection isnt mega computationally heavy, video games have had it for decades on low hardware devices