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
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); } }
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
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 ); } }
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
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(); } }); } }
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
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); } }
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.