3.2 Optimization Strategies

This section outlines the optimization strategies implemented to enhance the performance, efficiency, and reliability of the Neural Snake AI system.

3.2.1 Neural Network Optimization

  1. Weight Optimization

    class NetworkOptimizer {
        // Implement batch normalization
        batchNormalize(layer) {
            const mean = layer.reduce((a, b) => a + b) / layer.length;
            const variance = layer.reduce((a, b) => a + Math.pow(b - mean, 2)) / layer.length;
            return layer.map(value => (value - mean) / Math.sqrt(variance + 1e-8));
        }
    
        // Implement dropout for regularization
        applyDropout(layer, rate = 0.5) {
            const mask = layer.map(() => Math.random() > rate ? 1 / (1 - rate) : 0);
            return layer.map((value, i) => value * mask[i]);
        }
    
        // Optimize learning rate
        adaptiveLearningRate(iteration, baseRate = 0.1) {
            return baseRate / (1 + 0.01 * iteration);
        }
    }
  2. Memory Management

    class MemoryOptimizer {
        constructor(maxCacheSize = 1000) {
            this.cache = new LRUCache(maxCacheSize);
            this.weightHistory = [];
        }
    
        // Implement weight pruning
        pruneWeights(weights, threshold = 0.01) {
            return weights.map(w => Math.abs(w) < threshold ? 0 : w);
        }
    
        // Optimize cache usage
        manageCache() {
            if (this.cache.size > this.cache.maxSize * 0.9) {
                this.cache.prune();
            }
        }
    }

3.2.2 Game Engine Optimization

  1. Rendering Optimization

    class RenderOptimizer {
        constructor(canvas) {
            this.canvas = canvas;
            this.ctx = canvas.getContext('2d');
            this.offscreenCanvas = new OffscreenCanvas(canvas.width, canvas.height);
            this.offscreenCtx = this.offscreenCanvas.getContext('2d');
        }
    
        // Double buffering implementation
        render(gameState) {
            // Draw to offscreen canvas
            this.drawToOffscreen(gameState);
            
            // Swap buffers
            this.ctx.drawImage(this.offscreenCanvas, 0, 0);
        }
    
        // Partial updates
        updateRegion(x, y, width, height) {
            this.ctx.drawImage(
                this.offscreenCanvas,
                x, y, width, height,
                x, y, width, height
            );
        }
    }
  2. Physics Optimization

    class PhysicsOptimizer {
        // Spatial partitioning for collision detection
        setupGrid(worldSize, cellSize) {
            this.grid = new Array(Math.ceil(worldSize / cellSize))
                .fill(null)
                .map(() => new Set());
        }
    
        // Optimized collision detection
        checkCollisions(entity) {
            const cell = this.getCell(entity.position);
            return Array.from(this.grid[cell])
                .filter(other => this.distance(entity, other) < entity.radius + other.radius);
        }
    }

3.2.3 Blockchain Integration Optimization

  1. Transaction Processing

    class TransactionOptimizer {
        // Batch processing implementation
        async processBatch(transactions) {
            const validTransactions = await Promise.all(
                transactions.map(tx => this.validateTransaction(tx))
            );
    
            return validTransactions
                .filter(tx => tx.valid)
                .map(tx => this.generateMoveCommand(tx));
        }
    
        // Connection pool management
        optimizeConnections() {
            this.pool.forEach(conn => {
                if (conn.idle > this.maxIdleTime) {
                    conn.close();
                }
            });
        }
    }
  2. State Synchronization

    class StateOptimizer {
        // Differential state updates
        generateStateDiff(oldState, newState) {
            return Object.entries(newState).reduce((diff, [key, value]) => {
                if (oldState[key] !== value) {
                    diff[key] = value;
                }
                return diff;
            }, {});
        }
    
        // Compression implementation
        compressState(state) {
            return LZString.compress(JSON.stringify(state));
        }
    }

3.2.4 Performance Monitoring

class PerformanceMonitor {
    constructor() {
        this.metrics = {
            fps: new MovingAverage(60),
            memoryUsage: new MovingAverage(60),
            networkLatency: new MovingAverage(60)
        };
    }

    // Monitor frame rate
    measureFPS() {
        const now = performance.now();
        const fps = 1000 / (now - this.lastFrame);
        this.metrics.fps.add(fps);
        this.lastFrame = now;
    }

    // Monitor memory usage
    trackMemory() {
        if (performance.memory) {
            this.metrics.memoryUsage.add(performance.memory.usedJSHeapSize);
        }
    }

    // Generate performance report
    generateReport() {
        return {
            averageFPS: this.metrics.fps.getAverage(),
            memoryTrend: this.metrics.memoryUsage.getTrend(),
            networkHealth: this.metrics.networkLatency.getStats()
        };
    }
}

3.2.5 Resource Management

  1. Asset Loading

    class AssetManager {
        // Progressive loading
        async loadAssets(assets) {
            const critical = assets.filter(a => a.priority === 'high');
            const nonCritical = assets.filter(a => a.priority !== 'high');
    
            await Promise.all(critical.map(this.loadAsset));
            this.startGame();
            
            // Load non-critical assets in background
            nonCritical.forEach(asset => {
                this.loadAsset(asset).then(() => this.updateAsset(asset));
            });
        }
    
        // Asset caching
        cacheAsset(asset) {
            if (this.cache.size > this.maxCacheSize) {
                const leastUsed = this.findLeastUsedAsset();
                this.cache.delete(leastUsed);
            }
            this.cache.set(asset.id, asset);
        }
    }
  2. Memory Management

    class MemoryManager {
        // Garbage collection optimization
        optimizeMemory() {
            this.clearUnusedCache();
            this.disposeUnusedTextures();
            this.cleanupEventListeners();
        }
    
        // Resource pooling
        getFromPool(type) {
            if (this.pools[type].length === 0) {
                this.expandPool(type);
            }
            return this.pools[type].pop();
        }
    }

These optimization strategies work together to ensure the system operates at peak efficiency while maintaining reliability and responsiveness. Regular monitoring and adjustment of these optimizations ensure continued performance improvements over time.