Multi smell works

This commit is contained in:
Pascal Serrarens 2026-05-06 17:39:56 +02:00
parent b1121eed87
commit 09a75aa22e
12 changed files with 569 additions and 501 deletions

View File

@ -165,25 +165,10 @@ namespace NanoBrain {
GUILayout.Label(nucleusType, headerStyle);
// Nucleus name
//Cluster cluster = this.currentPrefabNucleus as Cluster;
Cluster cluster = this.currentNucleus as Cluster;
if (cluster != null) {
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button(this.currentNucleus.parent.name))
OnClusterClick(cluster);
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(this.currentNucleus.name, boldTextFieldStyle);
EditorGUI.EndDisabledGroup();
if (GUILayout.Button("Reimport"))
ReimportCluster(cluster);
EditorGUILayout.EndHorizontal();
}
else {
string newName = EditorGUILayout.TextField(this.currentNucleus.name, boldTextFieldStyle);
if (newName != this.currentNucleus.name) {
this.currentNucleus.name = newName;
anythingChanged = true;
}
string newName = EditorGUILayout.TextField(this.currentNucleus.name, boldTextFieldStyle);
if (newName != this.currentNucleus.name) {
this.currentNucleus.name = newName;
anythingChanged = true;
}
// Current output value
@ -202,7 +187,7 @@ namespace NanoBrain {
if (this.currentNucleus is MemoryCell memory)
MemoryCellInspector(memory, ref anythingChanged);
// Cluster
else if (cluster != null)
else if (this.currentNucleus is Cluster cluster)
ClusterInspector(cluster, ref anythingChanged);
// Other
else
@ -277,8 +262,8 @@ namespace NanoBrain {
if (breakOnWake && this.currentNucleus is Neuron currentNeuron) {
if (currentNeuron.isSleeping == false)
Debug.Break();
trace = EditorGUILayout.Toggle("Trace", trace);
currentNeuron.trace = trace;
// trace = EditorGUILayout.Toggle("Trace", trace);
// currentNeuron.trace = trace;
}
}
@ -304,8 +289,6 @@ namespace NanoBrain {
Nucleus[] array = null;
int elementIx = -1;
//if (this.currentPrefabNucleus is Neuron prefabNeuron && prefabNeuron.synapses.Count > 0) {
// Synapse[] synapses = prefabNeuron.synapses.ToArray();
if (this.currentNucleus is Neuron currentNeuron && currentNeuron.synapses.Count > 0) {
Synapse[] synapses = currentNeuron.synapses.ToArray();
foreach (Synapse synapse in synapses) {
@ -345,19 +328,19 @@ namespace NanoBrain {
else {
EditorGUILayout.BeginHorizontal();
if (synapse.neuron.parent.prefab != this.currentNucleus.parent.prefab) {
if (synapse.neuron.parent != this.currentNucleus.parent) {
// If it is a different cluster
GUIStyle labelStyle = new(GUI.skin.label);
float labelWidth = 200;
if (synapse.neuron.parent.prefab != null) {
labelWidth = labelStyle.CalcSize(new GUIContent($"{synapse.neuron.parent.prefab.name}.")).x;
GUILayout.Label($"{synapse.neuron.parent.prefab.name}", GUILayout.Width(labelWidth));
if (synapse.neuron.parent != null) {
labelWidth = labelStyle.CalcSize(new GUIContent($"{synapse.neuron.parent.name}.")).x;
GUILayout.Label($"{synapse.neuron.parent.name}", GUILayout.Width(labelWidth));
}
string[] options = synapse.neuron.parent.prefab.cluster.nuclei.Select(n => n.name).ToArray();
string[] options = synapse.neuron.parent.nuclei.Select(n => n.name).ToArray();
int selectedIndex = System.Array.IndexOf(options, synapse.neuron.name);
int newIndex = EditorGUILayout.Popup(selectedIndex, options);
if (newIndex != selectedIndex) {
Neuron newNeuron = synapse.neuron.parent.prefab.cluster.nuclei[newIndex] as Neuron;
Neuron newNeuron = synapse.neuron.parent.nuclei[newIndex] as Neuron;
ChangeSynapse(synapse, newNeuron);
}
}
@ -437,7 +420,7 @@ namespace NanoBrain {
}
protected virtual void AddNeuronInput(Nucleus nucleus) {
Neuron newNeuron = new (this.currentCluster, "New Neuron");
Neuron newNeuron = new(this.currentCluster, "New Neuron");
//Neuron newNeuroid = new(this.prefab.cluster, "New neuron");
newNeuron.AddReceiver(nucleus);
this.currentNucleus = newNeuron;
@ -453,7 +436,7 @@ namespace NanoBrain {
ClusterPickerWindow.ShowPicker(brain => OnClusterPicked(nucleus, brain), "Select Cluster");
}
private void OnClusterPicked(Nucleus nucleus, ClusterPrefab selectedPrefab) {
Cluster subclusterInstance = new(selectedPrefab, this.prefab);
Cluster subclusterInstance = new(selectedPrefab, this.currentCluster);
subclusterInstance.defaultOutput.AddReceiver(nucleus);
}
@ -557,11 +540,6 @@ namespace NanoBrain {
AddInput(selectedType, this.currentNucleus);
}
return connecting;
// if (selectedType == Nucleus.Type.None)
// return false;
// AddInput(selectedType, this.currentNucleus);
// return true;
}
protected virtual void ChangeSynapse(Synapse synapse, Neuron newNucleus) {

View File

@ -108,7 +108,7 @@ namespace NanoBrain {
this.gameObject = gameObject;
if (this.currentCluster == null)
return;
if (Application.isPlaying == false)
this.serializedBrain = new SerializedObject(this.currentCluster.prefab);
this.selectedOutput = this.currentCluster.outputs[0];
@ -488,14 +488,15 @@ namespace NanoBrain {
maxValue = 1;
float brightness = siblingNeuron.outputMagnitude / maxValue;
color = new Color(brightness, brightness, brightness, 1f);
} DrawNucleus(siblingNeuron, position, size, color);
}
DrawNucleus(siblingNeuron, position, size, color);
GUIStyle style = new(EditorStyles.label) {
alignment = TextAnchor.UpperCenter,
normal = { textColor = Color.white },
fontStyle = FontStyle.Bold,
};
Vector3 labelPos = position - Vector3.down * (size + 5); // below neuron
string name = $"{sibling.baseName}.{nucleus.name}";
string name = $"{sibling.baseName}\n{nucleus.name}";
Handles.Label(labelPos, name, style);
row++;
}
@ -505,7 +506,7 @@ namespace NanoBrain {
protected void DrawOutputs(Vector2 parentPos, float size) {
if (this.currentCluster == null)
return;
// Determine the maximum value in this layer
// This is used to 'scale' the output value colors of the nuclei
float maxValue = 0;
@ -612,18 +613,12 @@ namespace NanoBrain {
if (nucleus.parent != null && currentNucleus != null && nucleus.parent != currentNucleus.parent && nucleus.parent is Cluster parentCluster1) {
// This neuron is part of another cluster
parentCluster1.name ??= "";
string baseName = "";
int colonPos = parentCluster1.name.IndexOf(":");
string baseName;
if (colonPos > 0 && colonPos < parentCluster1.name.Length - 2)
baseName = parentCluster1.name[..colonPos] + ".";
baseName = parentCluster1.name[..colonPos] + "\n";
else
baseName = parentCluster1.name + ".";
// if (colonPos > 0 && colonPos < parentCluster1.name.Length - 2) {
// // if it is an array, we should not show the :0 of the first element
// //baseName = baseName[..colonPos];
// Handles.Label(labelPos, baseName + nucleus.name, style);
// }
// else
baseName = parentCluster1.name + "\n";
Handles.Label(labelPos, baseName + nucleus.name, style);
}
else {
@ -858,22 +853,34 @@ namespace NanoBrain {
void OnSceneGUI(SceneView sceneView) {
if (this.gameObject != null) {
// if (this.currentNucleus is IReceptor receptor) {
// foreach (Nucleus nucleus in receptor.nucleiArray) {
// if (nucleus is Neuron neuron) {
// Vector3 worldVector = this.gameObject.transform.TransformVector(neuron.outputValue);
// Handles.color = Color.yellow;
// Handles.DrawLine(this.gameObject.transform.position, this.gameObject.transform.position + worldVector);
// }
// }
// }
// else {
if (this.currentNucleus is Neuron currentNeuron) {
Vector3 worldVector = this.gameObject.transform.TransformVector(currentNeuron.outputValue);
Handles.color = Color.yellow;
Handles.DrawLine(this.gameObject.transform.position, this.gameObject.transform.position + worldVector);
Handles.color = Color.yellow;
if (this.selectedSynapseNeuron != null) {
foreach (Cluster sibling in this.selectedSynapseNeuron.parent.siblingClusters) {
Neuron siblingNeuron = sibling.GetNucleus(this.selectedSynapseNeuron.name) as Neuron;
Vector3 worldVector = this.gameObject.transform.TransformVector(siblingNeuron.outputValue);
Handles.DrawLine(this.gameObject.transform.position, this.gameObject.transform.position + worldVector);
}
// if (this.currentNucleus is Cluster cluster) {
// foreach (Cluster sibling in cluster.siblingClusters) {
// }
// }
// // if (this.currentNucleus is IReceptor receptor) {
// // foreach (Nucleus nucleus in receptor.nucleiArray) {
// // if (nucleus is Neuron neuron) {
// // Vector3 worldVector = this.gameObject.transform.TransformVector(neuron.outputValue);
// // Handles.color = Color.yellow;
// // Handles.DrawLine(this.gameObject.transform.position, this.gameObject.transform.position + worldVector);
// // }
// // }
}
else {
if (this.currentNucleus is Neuron currentNeuron) {
Vector3 worldVector = this.gameObject.transform.TransformVector(currentNeuron.outputValue);
Handles.DrawLine(this.gameObject.transform.position, this.gameObject.transform.position + worldVector);
}
}
// }
}
}

View File

@ -111,13 +111,13 @@ namespace NanoBrain {
Neuron synapseNeuron = prefabSynapse.neuron;
if (synapseNeuron.parent.prefab != null && synapseNeuron.parent.prefab != this.prefab) {
// Neuron is in another cluster, find the cloned cluster first
ClusterPrefab prefabCluster = synapseNeuron.parent.prefab;
Cluster prefabCluster = synapseNeuron.parent;
Cluster clonedCluster = this.nuclei.Find(n => n.name == prefabCluster.name) as Cluster;
if (clonedCluster == null)
continue;
// Now find the neuron in that cloned cluster
int neuronIx = GetNucleusIndex(prefabCluster.cluster.nuclei, prefabSynapse.neuron.name);
int neuronIx = GetNucleusIndex(prefabCluster.nuclei, prefabSynapse.neuron.name);
if (neuronIx < 0)
// Could not find the neuron in the prefab cluster
continue;
@ -140,28 +140,6 @@ namespace NanoBrain {
// Debug.Log($"Add synapse {clonedSender.name} -> {clonedNeuron.name}");
}
}
// // Copy the receivers, which will also create the synapses
// foreach (Nucleus receiver in prefabNeuron.receivers.ToArray()) {
// int ix = GetNucleusIndex(prefabNuclei, receiver);
// if (ix < 0)
// continue;
// if (clonedNuclei[ix] is not Nucleus clonedReceiver)
// continue;
// // Find the synapse for the weight
// float weight = 1;
// foreach (Synapse synapse in receiver.synapses) {
// // Find the weight for this synapse
// if (synapse.neuron == prefabNucleus) {
// weight = synapse.weight;
// break;
// }
// }
// clonedNeuron.AddReceiver(clonedReceiver, weight);
// }
}
if (Application.isPlaying) {
@ -191,135 +169,43 @@ namespace NanoBrain {
// Ensure that all neurons are computed to initialize bias
foreach (Nucleus clonedNucleus in clonedNuclei) {
clonedNucleus.UpdateStateIsolated();
if (clonedNucleus is not Cluster)
clonedNucleus.UpdateStateIsolated();
}
}
/*
for (int nucleusIx = 0; nucleusIx < clonedNuclei.Length; nucleusIx++) {
Nucleus prefabNucleus = prefabNuclei[nucleusIx];
if (prefabNucleus is not Cluster prefabCluster)
continue;
if (prefabCluster.instanceCount <= 1)
continue;
Cluster clonedNucleus = clonedNuclei[nucleusIx] as Cluster;
if (prefabCluster == prefabCluster.siblingClusters[0]) {
// We clone the array only for the first entry
//NucleusArray clonedArray = new(prefabReceptor.nucleiArray.Length);
Cluster[] clonedArray = new Cluster[prefabCluster.siblingClusters.Length];
int arrayIx = 0;
foreach (Cluster prefabArrayNucleus in prefabCluster.siblingClusters) {
int arrayNucleusIx = GetNucleusIndex(prefabNuclei, prefabArrayNucleus);
if (arrayNucleusIx >= 0) {
Cluster clonedArrayNucleus = clonedNuclei[arrayNucleusIx] as Cluster;
clonedArray[arrayIx] = clonedArrayNucleus;
}
else {
Debug.LogError($" Could not find prefab nucleus {prefabNucleus.name} in the clones");
}
arrayIx++;
}
clonedNucleus.siblingClusters = clonedArray;
}
else {
// The others will refer to the array created for the first nucleus in the array
int firstNucleusIx = GetNucleusIndex(prefabNuclei, prefabCluster.siblingClusters[0]);
Cluster clonedFirstNucleus = clonedNuclei[firstNucleusIx] as Cluster;
clonedNucleus.siblingClusters = clonedFirstNucleus.siblingClusters;
}
}
}
/*
// Collect the subclusters
List<Cluster> subClusters = new();
foreach (Nucleus nucleus in prefabNuclei) {
foreach (Synapse synapse in nucleus.synapses) {
Nucleus synapseNucleus = synapse.neuron;
Cluster subCluster = synapseNucleus.parent;
if (subCluster is null ||
synapseNucleus.clusterPrefab == this.clusterPrefab) {
// private void CloneSynapses(Neuron prefabNeuron, Neuron clonedNeuron) {
// foreach (Synapse prefabSynapse in prefabNeuron.synapses) {
// Neuron synapseNeuron = prefabSynapse.neuron;
// if (synapseNeuron.parent.prefab != null && synapseNeuron.parent.prefab != this.prefab) {
// // Neuron is in another cluster, find the cloned cluster first
// ClusterPrefab prefabCluster = synapseNeuron.parent.prefab;
// Cluster clonedCluster = this.nuclei.Find(n => n.name == prefabCluster.name) as Cluster;
// if (clonedCluster == null)
// continue;
continue;
}
// if (synapseNucleus is not Cluster subCluster)
// continue;
if (subClusters.Contains(subCluster))
continue;
subClusters.Add(subCluster);
}
}
// Create the subcluster instances
foreach (Cluster subCluster in subClusters) {
for (int ix = 0; ix < subCluster.instanceCount; ix++) {
// create the new instance
Cluster clusterInstance = new(subCluster.prefab);
// connect it
foreach ((Neuron sender, Nucleus receiver) in subCluster.CollectConnections()) {
int receiverIx = GetNucleusIndex(prefabNuclei, receiver);
if (receiverIx < 0)
continue;
// // Now find the neuron in that cloned cluster
// int neuronIx = GetNucleusIndex(prefabCluster.cluster.nuclei, prefabSynapse.neuron.name);
// if (neuronIx < 0)
// // Could not find the neuron in the prefab cluster
// continue;
// if (clonedCluster.nuclei[neuronIx] is not Neuron clonedSender)
// // Could not find the neuron in the cloned cluster
// continue;
if (clonedNuclei[receiverIx] is not Nucleus clonedReceiver)
continue;
// clonedSender.AddReceiver(clonedNeuron, prefabSynapse.weight);
// //Debug.Log($"Add synapse {clonedCluster.name}.{clonedSender.name} -> {clonedNeuron.name} [{clonedSender.receivers.Count}]");
// }
// else {
// Neuron clonedSender = this.nuclei.Find(n => n.name == prefabSynapse.neuron.name) as Neuron;
// // Copy the receivers which will also create the synapse
// clonedSender.AddReceiver(clonedNeuron, prefabSynapse.weight);
// // Debug.Log($"Add synapse {clonedSender.name} -> {clonedNeuron.name}");
// }
// }
// Find the synapse for the weight
float weight = 1;
foreach (Synapse synapse in receiver.synapses) {
// Find the weight for this synapse
if (synapse.neuron == sender) {
weight = synapse.weight;
break;
}
}
if (clusterInstance.GetNucleus(sender.name) is not Neuron clonedSender)
continue;
clonedSender.AddReceiver(clonedReceiver, weight);
}
}
}
*/
// foreach (Nucleus nucleus in this.clusterNuclei) {
// if (nucleus is Cluster clonedSubCluster)
// RestoreAllExternalReceivers(clonedSubCluster, this.prefab, this);
// }
}
private void CloneSynapses(Neuron prefabNeuron, Neuron clonedNeuron) {
foreach (Synapse prefabSynapse in prefabNeuron.synapses) {
Neuron synapseNeuron = prefabSynapse.neuron;
if (synapseNeuron.parent.prefab != null && synapseNeuron.parent.prefab != this.prefab) {
// Neuron is in another cluster, find the cloned cluster first
ClusterPrefab prefabCluster = synapseNeuron.parent.prefab;
Cluster clonedCluster = this.nuclei.Find(n => n.name == prefabCluster.name) as Cluster;
if (clonedCluster == null)
continue;
// Now find the neuron in that cloned cluster
int neuronIx = GetNucleusIndex(prefabCluster.cluster.nuclei, prefabSynapse.neuron.name);
if (neuronIx < 0)
// Could not find the neuron in the prefab cluster
continue;
if (clonedCluster.nuclei[neuronIx] is not Neuron clonedSender)
// Could not find the neuron in the cloned cluster
continue;
clonedSender.AddReceiver(clonedNeuron, prefabSynapse.weight);
//Debug.Log($"Add synapse {clonedCluster.name}.{clonedSender.name} -> {clonedNeuron.name} [{clonedSender.receivers.Count}]");
}
else {
Neuron clonedSender = this.nuclei.Find(n => n.name == prefabSynapse.neuron.name) as Neuron;
// Copy the receivers which will also create the synapse
clonedSender.AddReceiver(clonedNeuron, prefabSynapse.weight);
// Debug.Log($"Add synapse {clonedSender.name} -> {clonedNeuron.name}");
}
}
}
// }
/// <summary>
/// Sort the nuclei in a correct evaluation order
@ -537,43 +423,43 @@ namespace NanoBrain {
}
}
public virtual Cluster GetThingCluster() {
Cluster selectedCluster = SelectCluster();
return selectedCluster;
}
public virtual Cluster GetThingCluster(int thingId, string thingName = null) {
if (thingClusters.TryGetValue(thingId, out Cluster cluster))
return cluster;
// public virtual Cluster GetThingCluster() {
// Cluster selectedCluster = SelectCluster();
// return selectedCluster;
// }
// public virtual Cluster GetThingCluster(int thingId, string thingName = null) {
// if (thingClusters.TryGetValue(thingId, out Cluster cluster))
// return cluster;
Cluster selectedCluster = SelectCluster();
selectedCluster.name = baseName + ": " + thingName;
thingClusters[thingId] = selectedCluster;
return selectedCluster;
}
// Cluster selectedCluster = SelectCluster();
// selectedCluster.name = baseName + ": " + thingName;
// thingClusters[thingId] = selectedCluster;
// return selectedCluster;
// }
private Cluster SelectCluster() {
if (this.siblingClusters == null)
return this;
// private Cluster SelectCluster() {
// if (this.siblingClusters == null)
// return this;
// Find a sleeping cluster
// foreach (Cluster cluster in this.siblingClusters) {
// if (cluster.defaultOutput.isSleeping) {
// RemoveThingCluster(cluster);
// return cluster;
// }
// }
// // Find a sleeping cluster
// // foreach (Cluster cluster in this.siblingClusters) {
// // if (cluster.defaultOutput.isSleeping) {
// // RemoveThingCluster(cluster);
// // return cluster;
// // }
// // }
// Find longest unused cluster
// Note this uses the default output...
Cluster unusedCluster = this.siblingClusters[0];
for (int ix = 1; ix < this.siblingClusters.Length; ix++) {
if (this.siblingClusters[ix].defaultOutput.lastUpdate < unusedCluster.defaultOutput.lastUpdate)
unusedCluster = this.siblingClusters[ix];
}
// // Find longest unused cluster
// // Note this uses the default output...
// Cluster unusedCluster = this.siblingClusters[0];
// for (int ix = 1; ix < this.siblingClusters.Length; ix++) {
// if (this.siblingClusters[ix].defaultOutput.lastUpdate < unusedCluster.defaultOutput.lastUpdate)
// unusedCluster = this.siblingClusters[ix];
// }
RemoveThingCluster(unusedCluster);
return unusedCluster;
}
// RemoveThingCluster(unusedCluster);
// return unusedCluster;
// }
private void RemoveThingCluster(Cluster cluster) {
List<int> keysToRemove = new();
@ -756,8 +642,8 @@ namespace NanoBrain {
else {
string nucleusName0 = nucleusName + ": 0";
foreach (Nucleus nucleus in this.nuclei) {
if (nucleus is Cluster) { //IReceptor receptor) {
if (nucleus.name == nucleusName | nucleus.name == nucleusName0)
if (nucleus is Cluster) {
if (nucleus.name == nucleusName || nucleus.name == nucleusName0)
return nucleus;
}
else if (nucleus.name == nucleusName)
@ -775,6 +661,51 @@ namespace NanoBrain {
return null;
}
public Neuron GetNeuron(int thingId, string neuronName, string thingName = null) {
if (this.siblingClusters == null || this.siblingClusters.Length <= 1)
return this.GetNeuron(neuronName);
// See if we are already using a cluster for thingId
if (thingClusters.TryGetValue(thingId, out Cluster cluster))
return cluster.GetNeuron(neuronName);
// Find the cluster with the lowest value neuron
Neuron lowestNeuron = null;
foreach (Cluster sibling in this.siblingClusters) {
Neuron neuron = sibling.GetNeuron(neuronName);
if (lowestNeuron == null || neuron.outputMagnitude < lowestNeuron.outputMagnitude)
lowestNeuron = neuron;
}
Cluster selectedCluster = lowestNeuron.parent;
RemoveThingCluster(selectedCluster);
selectedCluster.name = baseName + ": " + thingName;
thingClusters[thingId] = selectedCluster;
return lowestNeuron;
/*
// Find a sleeping cluster
// foreach (Cluster cluster in this.siblingClusters) {
// if (cluster.defaultOutput.isSleeping) {
// RemoveThingCluster(cluster);
// return cluster;
// }
// }
// Find longest unused cluster
// Note this uses the default output...
Cluster unusedCluster = this.siblingClusters[0];
for (int ix = 1; ix < this.siblingClusters.Length; ix++) {
if (this.siblingClusters[ix].defaultOutput.lastUpdate < unusedCluster.defaultOutput.lastUpdate)
unusedCluster = this.siblingClusters[ix];
}
RemoveThingCluster(unusedCluster);
//return unusedCluster;
Cluster cluster = GetThingCluster(thingId, thingName);
Neuron neuron = cluster?.GetNeuron(neuronName);
return neuron;
*/
}
public bool DeleteNucleus(Nucleus nucleus) {
if (this.nuclei.Contains(nucleus) == false) {
// Try to find the nucleus by name
@ -883,27 +814,19 @@ namespace NanoBrain {
}
List<Nucleus> computeOrder = this.computeOrders[startNucleus];
//if (startNucleus.trace)
// Debug.Log($"Update from {startNucleus.name}");
foreach (Nucleus nucleus in computeOrder) {
if (nucleus is not Cluster) {
nucleus.UpdateStateIsolated();
//if (startNucleus.trace && nucleus is Neuron neuron)
// Debug.Log($" {nucleus.name}");
if (nucleus is Neuron neuron) {
foreach (Nucleus receiver in neuron.receivers) {
if (receiver.parent != this) {
Debug.Log($" External: {receiver.parent.name}.{receiver.name}");
//Debug.Log($" External: {receiver.parent.name}.{receiver.name}");
receiver.parent.UpdateFromNucleus(receiver);
}
}
}
}
}
// continue in parent
//this.parent?.UpdateFromNucleus(this);
UpdateNuclei();
}
@ -911,6 +834,7 @@ namespace NanoBrain {
throw new Exception("Cluster should not be updated!");
}
// Don't think this does anything anymore...
public override void UpdateNuclei() {
foreach (Nucleus nucleus in this.nuclei)
nucleus.UpdateNuclei();
@ -921,9 +845,9 @@ namespace NanoBrain {
public void Refresh() {
// This should not be needed, but somehow somewhere the parent is changed...
foreach (Nucleus nucleus in this.nuclei) {
if (nucleus is not Neuron neuron)
continue;
neuron.parent = this;
// if (nucleus is not Neuron neuron)
// continue;
nucleus.parent = this;
}
RefreshOutputs();
RefreshComputeOrders();

View File

@ -276,16 +276,11 @@ namespace NanoBrain {
public float outputSqrMagnitude => _outputValue.sqrMagnitude;
#endif
public bool isFiring {
get {
//SleepCheck();
return this.outputMagnitude > 0.5f;
}
}
public bool isFiring => this.outputMagnitude > 0.5f;
public Action WhenFiring;
public bool persistOutput = false;
public virtual bool isSleeping => persistOutput ? false : (Time.time - this.lastUpdate > this.timeToSleep);
public virtual bool isSleeping => !persistOutput && (Time.time - this.lastUpdate > this.timeToSleep);
public void SleepCheck() {
if (this.isSleeping) {
#if UNITY_MATHEMATICS
@ -299,9 +294,9 @@ namespace NanoBrain {
/// <summary>
/// Toggle for printing debugging trace data
/// </summary>
public bool trace = false;
//public bool trace = false;
[NonSerialized]
//[NonSerialized]
public float lastUpdate = 0;
public readonly float timeToSleep = 1f;
@ -624,7 +619,13 @@ namespace NanoBrain {
#endregion Receivers
public override void ProcessStimulus(Vector3 inputValue) {
/// <summary>
/// Process an external stimulus
/// </summary>
/// <param name="inputValue">The value of the stimulus</param>
/// <param name="thingId">The id of the thing causing the stimulus</param>
/// <param name="thingName">The name of the thing causing the stimulus</param>
public virtual void ProcessStimulus(Vector3 inputValue) {
this.lastUpdate = Time.time;
this.bias = inputValue;
this.parent?.UpdateFromNucleus(this);

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@ -142,15 +142,6 @@ public abstract class Nucleus {
// this.parent.UpdateFromNucleus(this);
// }
/// <summary>
/// Process an external stimulus
/// </summary>
/// <param name="inputValue">The value of the stimulus</param>
/// <param name="thingId">The id of the thing causing the stimulus</param>
/// <param name="thingName">The name of the thing causing the stimulus</param>
public virtual void ProcessStimulus(Vector3 inputValue) { //, int thingId = 0, string thingName = "") {
}
#endregion Update
}

View File

@ -42,10 +42,10 @@ namespace CreatureControl {
/// like placing pheromones
public Neuron beat;
public Neuron pheromoneSteering;
public Neuron foodReceptor;
public Neuron homeReceptor;
public Neuron foodSmell;
public Cluster foodReceptors;
public Cluster homeReceptors;
// brain output
public Neuron targetDirection;
@ -71,10 +71,11 @@ namespace CreatureControl {
touchRight.receptor = brain.GetNucleus("Hit Right") as Neuron;
this.foodReceptor = brain.GetNucleus("Food Receptor") as Neuron;
this.homeReceptor = brain.GetNucleus("Home Receptor") as Neuron;
this.pheromoneSteering = brain.GetNucleus("Pheromone Steering") as Neuron;
this.foodReceptors = brain.GetNucleus("Food Receptors") as Cluster;
this.homeReceptors = brain.GetNucleus("Home Receptors") as Cluster;
//--- brain outputs
this.targetDirection = brain.GetNucleus("Output") as Neuron;
this.targetDirection = brain.GetNucleus("Movement") as Neuron;
this.hasFood = brain.GetNucleus("Having Food") as Neuron;
}
}
@ -106,18 +107,23 @@ namespace CreatureControl {
#region Update
private int foodPheromoneIx = 0;
void PlaceFoodPheromone() {
if (foodPheromonePrefab == null)
return;
GameObject pheromoneObj = Instantiate(foodPheromonePrefab);
pheromoneObj.name = $"To Food {foodPheromoneIx++}";
pheromoneObj.transform.position = this.model.position;
}
private int homePheromoneIx = 0;
void PlaceHomePheromone() {
if (homePheromonePrefab == null)
return;
GameObject pheromoneObj = Instantiate(homePheromonePrefab);
pheromoneObj.name = $"To Home {homePheromoneIx++}";
pheromoneObj.transform.position = this.model.position;
}
@ -163,9 +169,13 @@ namespace CreatureControl {
// Set random direction to simulate noisy smells perception
// which will result in a bit of random walking when no clear
// smells are received
float randomAngle = Random.Range(-smellAngle/4, smellAngle/4);
Vector3 randomDirection = Quaternion.AngleAxis(randomAngle, Vector3.up) * Vector3.forward;
float randomAngle = Random.Range(-smellAngle, smellAngle);
Vector3 randomDirection = Quaternion.AngleAxis(randomAngle, Vector3.up) * Vector3.forward * 0.01f;
foodReceptor?.SetBias(randomDirection);
randomAngle = Random.Range(-smellAngle, smellAngle);
randomDirection = Quaternion.AngleAxis(randomAngle, Vector3.up) * Vector3.forward * 0.01f;
homeReceptor?.SetBias(randomDirection);
yield return _waitForSeconds3;
}
}
@ -174,61 +184,50 @@ namespace CreatureControl {
Collider[] colliders = Physics.OverlapSphere(this.transform.position, smellRadius);
foreach (Collider collider in colliders) {
SmellPheromones(collider);
SmellFood(collider);
SmellHome(collider);
}
}
void SmellPheromones(Collider thing) {
Pheromone pheromone = thing.GetComponentInParent<Pheromone>();
if (pheromone == null)
return;
Vector3 smellDirection = this.transform.InverseTransformPoint(pheromone.transform.position);
Vector3 smellDirection = this.transform.InverseTransformPoint(thing.transform.position);
float distance = smellDirection.magnitude;
float angle = Vector3.Angle(Vector3.forward, smellDirection);
if (angle < smellAngle && smellDirection.magnitude > 0.01) {
float intensity = pheromone.StrengthAt(distance);
Vector3 smell = smellDirection.normalized * intensity;
switch (pheromone.type) {
case Pheromone.Type.Food:
foodReceptor?.ProcessStimulus(smell);
break;
case Pheromone.Type.Home:
homeReceptor?.ProcessStimulus(smell);
break;
// float intensity = pheromone.StrengthAt(distance);
// Vector3 smell = smellDirection.normalized * intensity;
Vector3 smell = Vector3.zero;
int id = thing.GetInstanceID();
Neuron receptor = null;
Pheromone pheromone = thing.GetComponentInParent<Pheromone>();
if (pheromone != null) {
// multiply by distance to compensate for strong and weak smells
smell = pheromone.StrengthAt(smellDirection) * distance / 10;
switch (pheromone.type) {
case Pheromone.Type.Food:
receptor = foodReceptors?.GetNeuron(id, "Output", pheromone.name);
//Debug.DrawRay(this.transform.position, this.transform.rotation * smell, Color.magenta);
break;
case Pheromone.Type.Home:
receptor = homeReceptors?.GetNeuron(id, "Output", pheromone.name);
//Debug.DrawRay(this.transform.position, this.transform.rotation * smell, Color.cyan);
break;
}
}
// Debug.DrawLine(this.transform.position, pheromone.transform.position, Color.magenta);
}
}
void SmellFood(Collider thing) {
Food food = thing.GetComponentInParent<Food>();
if (food == null)
return;
Vector3 smellDirection = this.transform.InverseTransformPoint(food.transform.position);
float distance = smellDirection.magnitude;
float angle = Vector3.Angle(Vector3.forward, smellDirection);
if (angle < smellAngle && distance > 0.01) {
float intensity = food.StrengthAt(distance);
foodReceptor?.ProcessStimulus(smellDirection.normalized * intensity);
//Debug.DrawLine(this.transform.position, food.transform.position, Color.red);
}
}
void SmellHome(Collider thing) {
AntsNest nest = thing.GetComponentInParent<AntsNest>();
if (nest == null)
return;
Vector3 smellDirection = this.transform.InverseTransformPoint(nest.transform.position);
float distance = smellDirection.magnitude;
float angle = Vector3.Angle(Vector3.forward, smellDirection);
if (angle < smellAngle && distance > 0.01) {
float intensity = nest.StrengthAt(distance);
homeReceptor?.ProcessStimulus(smellDirection.normalized * intensity);
//Debug.DrawLine(this.transform.position, nest.transform.position, Color.red);
Food food = thing.GetComponentInParent<Food>();
if (food != null) {
receptor = foodReceptors?.GetNeuron(id, "Output", food.name);
smell = food.StrengthAt(smellDirection) * distance / 10;
//Debug.DrawRay(this.transform.position, this.transform.rotation * smell, Color.magenta);
}
AntsNest home = thing.GetComponentInParent<AntsNest>();
if (home != null) {
receptor = homeReceptors?.GetNeuron(id, "Output", home.name);
smell = home.StrengthAt(smellDirection) * distance / 10;
//Debug.DrawRay(this.transform.position, this.transform.rotation * smell, Color.cyan);
}
receptor?.ProcessStimulus(smell);
}
}

View File

@ -12,6 +12,12 @@ namespace CreatureControl {
float intensity = this.strength / (4.0f * Mathf.PI * distance * distance);
return intensity;
}
public Vector3 StrengthAt(Vector3 localPosition) {
float magnitude = localPosition.magnitude;
float intensity = StrengthAt(magnitude);
Vector3 intensity3 = localPosition.normalized * intensity;
return intensity3;
}
}
}

View File

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