Added Tanh Activation
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parent
a99d40c5c9
commit
1c7b8e7940
@ -7,6 +7,599 @@ using UnityEngine.UIElements;
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namespace NanoBrain {
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[CustomEditor(typeof(ClusterPrefab))]
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public class ClusterInspector : ClusterViewer {
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public override VisualElement CreateInspectorGUI() {
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ClusterPrefab prefab = target as ClusterPrefab;
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if (prefab != null)
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prefab.EnsureInitialization();
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serializedObject.Update();
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VisualElement root = new();
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CreateInspector(root, prefab, prefab.output, null);
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serializedObject.ApplyModifiedProperties();
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return root;
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}
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public static GraphView CreateInspector(VisualElement root, ClusterPrefab cluster, Nucleus output, GameObject gameObject) {
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root.style.paddingLeft = 0;
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root.style.paddingRight = 0;
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root.style.paddingTop = 0;
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root.style.paddingBottom = 0;
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root.styleSheets.Add(Resources.Load<StyleSheet>("GraphStyles"));
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VisualElement mainContainer = new() {
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style = {
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flexDirection = FlexDirection.Row
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}
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};
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GraphEditor graph = new(cluster);
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graph.style.flexGrow = 1;
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VisualElement inspectorContainer = new() {
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name = "inspector",
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style = {
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alignSelf = Align.Stretch,
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minHeight = 450,
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width = 300,
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flexGrow = 0
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}
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};
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mainContainer.Add(graph);
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mainContainer.Add(inspectorContainer);
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root.Add(mainContainer);
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graph.SetGraph(gameObject, output, inspectorContainer);
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return graph;
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}
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public class GraphEditor : GraphView {
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public GraphEditor(ClusterPrefab prefab) : base(prefab) {
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Button addButton = new(() => OnAddClusterOutput()) {
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text = "Add"
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};
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outputContainer.Add(addButton);
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Add(outputContainer);
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}
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void OnAddClusterOutput() {
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Nucleus newOutput = new Neuron(this.prefab, "New Output");
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this.prefab.RefreshOutputs();
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outputsField.choices = this.prefab.outputs.Select(output => output.name).ToList();
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outputsField.value = newOutput.name;
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this.currentNucleus = newOutput;
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}
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public void SetGraph(GameObject gameObject, Nucleus nucleus, VisualElement inspectorContainer) {
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this.gameObject = gameObject;
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//this.cluster = brain;
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if (Application.isPlaying == false)
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this.serializedBrain = new SerializedObject(this.prefab);
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this.currentNucleus = nucleus;
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Rebuild(inspectorContainer);
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}
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void Rebuild(VisualElement inspectorContainer) {
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BuildLayers();
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if (this.currentNucleus == null) {
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inspectorContainer.Clear();
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return;
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}
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string path = AssetDatabase.GetAssetPath(this.prefab); // or known path
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this.prefabAsset = AssetDatabase.LoadAssetAtPath<ClusterPrefab>(path);
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if (this.prefabAsset == null) {
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// create in memory save if it doesn't exist
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this.prefabAsset = CreateInstance<ClusterPrefab>();
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//Debug.LogError("Cluster Prefab is not found on disk");
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}
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DrawInspector(inspectorContainer);
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}
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#region Inspector
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private VisualElement inspectorIMGUIContainer;
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private bool showSynapses = true;
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private bool showActivation = true;
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protected bool breakOnWake = false;
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protected bool trace = false;
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void DrawInspector(VisualElement inspectorContainer) {
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if (inspectorContainer == null)
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return;
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inspectorContainer.Clear();
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if (this.currentNucleus == null)
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return;
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// create a SerializedObject wrapper so Unity inspector controls work (and Undo)
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SerializedObject so = new(prefabAsset);
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this.inspectorIMGUIContainer = new IMGUIContainer(() => InspectorHandler(so));
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inspectorContainer.Add(inspectorIMGUIContainer);
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}
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void InspectorHandler(SerializedObject serializedObject) {
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bool anythingChanged = false;
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if (serializedObject == null || serializedObject.targetObject == null)
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return;
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if (this.currentNucleus == null)
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return;
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serializedObject.Update();
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GUIStyle headerStyle = new(EditorStyles.boldLabel) {
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alignment = TextAnchor.MiddleLeft,
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margin = new RectOffset(10, 0, 4, 4)
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};
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GUIStyle boldTextFieldStyle = new(EditorStyles.textField) {
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fontStyle = FontStyle.Bold
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};
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GUILayout.Label(this.currentNucleus.GetType().ToString(), headerStyle);
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string newName = EditorGUILayout.TextField(this.currentNucleus.name, boldTextFieldStyle);
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if (newName != this.currentNucleus.name) {
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this.currentNucleus.name = newName;
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this.prefab.RefreshOutputs();
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outputsField.choices = this.prefab.outputs.Select(output => output.name).ToList();
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anythingChanged = true;
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}
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if (Application.isPlaying) {
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if (currentNucleus is Neuron currentNeuron1) {
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GUIContent nameLabel = new("Output", currentNeuron1.outputValue.ToString());
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EditorGUILayout.FloatField(nameLabel, currentNeuron1.outputMagnitude);
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}
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else
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EditorGUILayout.LabelField(" ");
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}
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else
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EditorGUILayout.LabelField(" ");
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if (this.currentNucleus is MemoryCell memory) {
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memory.staticMemory = EditorGUILayout.Toggle("Static Memory", memory.staticMemory);
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}
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if (this.currentNucleus is IReceptor receptor1) {
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.IntField("Array size", receptor1.nucleiArray.Count());
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if (GUILayout.Button("Add")) {
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Undo.RecordObject(prefabAsset, "Array add " + prefabAsset.name);
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receptor1.AddReceptorElement(this.prefab);
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anythingChanged = true;
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}
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if (GUILayout.Button("Del")) {
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Undo.RecordObject(prefabAsset, "Array delete " + prefabAsset.name);
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receptor1.RemoveReceptorElement();
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anythingChanged = true;
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}
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EditorGUILayout.EndHorizontal();
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}
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// Synapses
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if (this.currentNucleus is not Receptor && this.currentNucleus is not ClusterReceptor) {
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showSynapses = EditorGUILayout.BeginFoldoutHeaderGroup(showSynapses, "Synapses");
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if (showSynapses) {
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if (this.currentNucleus is Neuron neuron2) {
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Neuron.CombinatorType newCombinator = (Neuron.CombinatorType)EditorGUILayout.EnumPopup("Combinator", neuron2.combinator);
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anythingChanged |= newCombinator != neuron2.combinator;
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neuron2.combinator = newCombinator;
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}
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EditorGUIUtility.wideMode = true;
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EditorGUIUtility.labelWidth = 100;
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Vector3 newBias = EditorGUILayout.Vector3Field("Bias", this.currentNucleus.bias);
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anythingChanged |= newBias != this.currentNucleus.bias;
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this.currentNucleus.bias = newBias;
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Nucleus[] array = null;
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int elementIx = -1;
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if (this.currentNucleus.synapses.Count > 0) {
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Synapse[] synapses = this.currentNucleus.synapses.ToArray();
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foreach (Synapse synapse in synapses) {
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if (synapse.neuron == null)
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continue;
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if (array != null) {
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if (synapse.neuron.parent is Cluster iCluster && elementIx > 0) {
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int thisElementIx = Cluster.GetNucleusIndex(iCluster.clusterNuclei, synapse.neuron);
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if (thisElementIx == elementIx)
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continue;
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else
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elementIx = thisElementIx;
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}
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// if (array.Contains(synapse.nucleus))
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// continue;
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else if (array.Contains(synapse.neuron.parent))
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continue;
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}
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else {
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if (synapse.neuron.parent is IReceptor iReceptor) {
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array = iReceptor.nucleiArray;
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if (iReceptor is Cluster iCluster)
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elementIx = Cluster.GetNucleusIndex(iCluster.clusterNuclei, synapse.neuron);
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}
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// else if (synapse.nucleus is Receptor receptor2) // && receptor2.array != null && receptor2.array.nuclei.Length > 1)
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// array = receptor2.nucleiArray;
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}
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EditorGUILayout.Space();
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if (Application.isPlaying) {
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if (synapse.neuron is Neuron synapseNeuron) {
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Vector3 value = synapseNeuron.outputValue * synapse.weight;
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GUIContent synapseValueLabel = new(synapse.neuron.name, synapseNeuron.outputValue.ToString());
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EditorGUILayout.FloatField(synapseValueLabel, synapseNeuron.outputMagnitude);
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}
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}
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else {
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EditorGUILayout.BeginHorizontal();
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if (synapse.neuron.parent != null && synapse.neuron.parent != this.currentNucleus) {
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// If it is a cluster
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GUIStyle labelStyle = new(GUI.skin.label);
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float labelWidth = 200;
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if (synapse.neuron.clusterPrefab != null) {
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labelWidth = labelStyle.CalcSize(new GUIContent($"{synapse.neuron.parent.baseName}.")).x;
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GUILayout.Label($"{synapse.neuron.parent.baseName}", GUILayout.Width(labelWidth));
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}
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string[] options = synapse.neuron.parent.clusterNuclei.Select(n => n.name).ToArray();
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int selectedIndex = System.Array.IndexOf(options, synapse.neuron.name);
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int newIndex = EditorGUILayout.Popup(selectedIndex, options);
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if (newIndex != selectedIndex && synapse.neuron.parent.clusterNuclei[newIndex] is Neuron newNeuron)
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ChangeSynapse(synapse, newNeuron);
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}
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else
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GUILayout.Label(synapse.neuron.name);
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bool disconnecting = GUILayout.Button("Disconnect", GUILayout.Width(80));
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if (disconnecting && synapse.neuron is Neuron synapseNeuron) {
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synapseNeuron.RemoveReceiver(this.currentNucleus);
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this.prefab.GarbageCollection();
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anythingChanged = true;
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}
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EditorGUILayout.EndHorizontal();
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}
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EditorGUI.indentLevel++;
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float newWeight = EditorGUILayout.FloatField("Weight", synapse.weight);
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if (newWeight != synapse.weight) {
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if (synapse.neuron.parent is IReceptor receptor) {
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Nucleus[] receptorArray = receptor.nucleiArray;
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foreach (Synapse s in this.currentNucleus.synapses) {
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if (s.neuron.parent is IReceptor r && r.nucleiArray == receptorArray)
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s.weight = newWeight;
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}
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}
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else
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synapse.weight = newWeight;
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anythingChanged = true;
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}
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EditorGUI.indentLevel--;
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}
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}
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EditorGUILayout.Space();
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anythingChanged |= ConnectNucleus(this.prefab, this.currentNucleus);
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anythingChanged |= AddSynapse(this.prefab, this.currentNucleus);
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}
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EditorGUILayout.EndFoldoutHeaderGroup();
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}
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// Activation
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if (this.currentNucleus is not Cluster) {
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EditorGUILayout.Space();
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showActivation = EditorGUILayout.BeginFoldoutHeaderGroup(showActivation, "Activation");
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if (showActivation) {
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if (this.currentNucleus is Neuron neuron) {
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if (this.currentNucleus is not MemoryCell) {
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.LabelField("Activation Curve", GUILayout.Width(150));
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if (neuron.curveMax > 0)
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EditorGUILayout.CurveField(neuron.curve, Color.cyan, new Rect(0, 0, 1, neuron.curveMax));
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else
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EditorGUILayout.CurveField(neuron.curve, Color.cyan, new Rect(0, neuron.curveMax, 1, -neuron.curveMax));
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Neuron.ActivationFunction newPreset = (Neuron.ActivationFunction)EditorGUILayout.EnumPopup(neuron.curvePreset, GUILayout.Width(100));
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anythingChanged |= newPreset != neuron.curvePreset;
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neuron.curvePreset = newPreset;
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EditorGUILayout.EndHorizontal();
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}
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if (neuron is Receptor receptor2) {
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if (receptor2.nucleiArray == null || receptor2.nucleiArray.Count() == 0)
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receptor2.array = new NucleusArray(neuron);
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}
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}
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EditorGUILayout.Space();
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}
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EditorGUILayout.EndFoldoutHeaderGroup();
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}
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if (GUILayout.Button("Delete this neuron"))
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DeleteNucleus(this.currentNucleus);
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if (this.currentNucleus is Cluster subCluster) {
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if (GUILayout.Button("Edit Cluster"))
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EditCluster(subCluster);
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}
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EditorGUILayout.Space();
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breakOnWake = EditorGUILayout.Toggle("Break on wake", breakOnWake);
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if (breakOnWake && this.currentNucleus is Neuron currentNeuron) {
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if (currentNeuron.isSleeping == false)
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Debug.Break();
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}
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trace = EditorGUILayout.Toggle("Trace", trace);
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this.currentNucleus.trace = trace;
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serializedObject.ApplyModifiedProperties();
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if (anythingChanged) {
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EditorUtility.SetDirty(prefabAsset);
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AssetDatabase.SaveAssets();
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}
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}
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void OnSceneGUI(SceneView sceneView) {
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if (this.gameObject != null) {
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if (this.currentNucleus is IReceptor receptor) {
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foreach (Nucleus nucleus in receptor.nucleiArray) {
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if (nucleus is Neuron neuron) {
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Vector3 worldVector = this.gameObject.transform.TransformVector(neuron.outputValue);
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Handles.color = Color.yellow;
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Handles.DrawLine(this.gameObject.transform.position, this.gameObject.transform.position + worldVector);
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}
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}
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}
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else {
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if (this.currentNucleus is Neuron currentNeuron) {
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Vector3 worldVector = this.gameObject.transform.TransformVector(currentNeuron.outputValue);
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Handles.color = Color.yellow;
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Handles.DrawLine(this.gameObject.transform.position, this.gameObject.transform.position + worldVector);
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}
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}
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}
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}
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#region Synapses
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protected virtual void AddInput(Nucleus.Type selectedType, Nucleus nucleus) {
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switch (selectedType) {
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case Nucleus.Type.Neuron:
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AddNeuronInput(nucleus);
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break;
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case Nucleus.Type.MemoryCell:
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AddMemoryCellInput(nucleus);
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break;
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// case Nucleus.Type.Selector:
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// AddSelectorInput(nucleus);
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// break;
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case Nucleus.Type.Cluster:
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AddClusterInput(nucleus);
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break;
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// case Nucleus.Type.Pulsar:
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// AddPulsarInput(nucleus);
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// break;
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case Nucleus.Type.Receptor:
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AddReceptorInput(nucleus);
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break;
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// case Nucleus.Type.ReceptorArray:
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// AddReceptorArrayInput(nucleus);
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// break;
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case Nucleus.Type.ClusterReceptor:
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AddClusterReceptorInput(nucleus);
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break;
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default:
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break;
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}
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}
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protected virtual void AddNeuronInput(Nucleus nucleus) {
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Neuron newNeuroid = new(this.prefab, "New neuron");
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newNeuroid.AddReceiver(nucleus);
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this.currentNucleus = newNeuroid;
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BuildLayers();
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}
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protected virtual void AddMemoryCellInput(Nucleus nucleus) {
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MemoryCell newMemory = new(this.prefab, "New memory cell");
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newMemory.AddReceiver(nucleus);
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this.currentNucleus = newMemory;
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BuildLayers();
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}
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protected virtual void AddClusterInput(Nucleus nucleus) {
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ClusterPickerWindow.ShowPicker(brain => OnClusterPicked(nucleus, brain), "Select Cluster");
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}
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private void OnClusterPicked(Nucleus nucleus, ClusterPrefab prefab) {
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Cluster subclusterInstance = new(prefab, this.prefab);
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subclusterInstance.defaultOutput.AddReceiver(nucleus);
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}
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protected virtual void AddReceptorInput(Nucleus nucleus) {
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Receptor newReceptor = new(this.prefab, "New Receptor");
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newReceptor.AddReceiver(nucleus);
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this.currentNucleus = newReceptor;
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BuildLayers();
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}
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protected virtual void AddClusterReceptorInput(Nucleus nucleus) {
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ClusterPickerWindow.ShowPicker(prefab => OnClusterReceptorPicked(nucleus, prefab), "Select Cluster");
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}
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private void OnClusterReceptorPicked(Nucleus nucleus, ClusterPrefab selectedPrefab) {
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ClusterReceptor clusterInstance = new(selectedPrefab, this.prefab, "New " + selectedPrefab.name);
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clusterInstance.defaultOutput.AddReceiver(nucleus);
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this.currentNucleus = clusterInstance;
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BuildLayers();
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}
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private void EditCluster(Cluster subCluster) {
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// May be used with storedPrefab...
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Selection.activeObject = subCluster.prefab;
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EditorGUIUtility.PingObject(subCluster.prefab);
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var editor = Editor.CreateEditor(subCluster.prefab);
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}
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int selectedConnectNucleus = -1;
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// Connect to another nucleus in the same cluster
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protected virtual bool ConnectNucleus(ClusterPrefab cluster, Nucleus nucleusToConnect) {
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if (cluster == null)
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return false;
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IEnumerable<Nucleus> synapseNuclei = this.currentNucleus.synapses
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.Where(synapse => synapse.neuron != null)
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.Select(synapse => synapse.neuron);
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IEnumerable<Nucleus> nuclei = cluster.nuclei
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.Except(synapseNuclei);
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IEnumerable<string> nucleiNames = nuclei
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.Select(n => {
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int idx = n.name.IndexOf(':');
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return idx < 0 ? n.name : n.name[..idx];
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})
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.Distinct();
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string[] names = nucleiNames.ToArray();
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EditorGUILayout.BeginHorizontal();
|
||||
selectedConnectNucleus = EditorGUILayout.Popup(selectedConnectNucleus, names);
|
||||
bool connecting = GUILayout.Button("Connect", GUILayout.Width(80));
|
||||
EditorGUILayout.EndHorizontal();
|
||||
if (connecting) {
|
||||
Nucleus nucleus = nuclei.ElementAt(selectedConnectNucleus);
|
||||
if (nucleus is IReceptor receptor)
|
||||
receptor.AddArrayReceiver(this.currentNucleus);
|
||||
else if (nucleus is Neuron neuron)
|
||||
neuron.AddReceiver(this.currentNucleus);
|
||||
else if (nucleus is Cluster subCluster)
|
||||
subCluster.defaultOutput.AddReceiver(this.currentNucleus);
|
||||
|
||||
}
|
||||
return connecting;
|
||||
}
|
||||
|
||||
protected virtual void DeleteNucleus(Nucleus nucleus) {
|
||||
if (nucleus == null)
|
||||
return;
|
||||
|
||||
if (nucleus is Neuron neuron) {
|
||||
foreach (Nucleus receiver in neuron.receivers) {
|
||||
if (receiver != null) {
|
||||
this.currentNucleus = receiver;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
this.prefab.nuclei.Remove(nucleus);
|
||||
|
||||
if (outputsField.value == nucleus.name) {
|
||||
this.prefab.RefreshOutputs();
|
||||
outputsField.choices = this.prefab.outputs.Select(output => output.name).ToList();
|
||||
outputsField.index = 0;
|
||||
}
|
||||
|
||||
Neuron.Delete(nucleus);
|
||||
|
||||
this.currentNucleus = this.prefab.output;
|
||||
BuildLayers();
|
||||
}
|
||||
|
||||
Nucleus.Type selectedType = Nucleus.Type.None;
|
||||
protected virtual bool AddSynapse(ClusterPrefab cluster, Nucleus nucleus) {
|
||||
if (cluster == null)
|
||||
return false;
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
selectedType = (Nucleus.Type)EditorGUILayout.EnumPopup(selectedType);
|
||||
bool connecting = GUILayout.Button("Add", GUILayout.Width(80));
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
if (connecting) {
|
||||
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) {
|
||||
Neuron synapseNeuron = synapse.neuron as Neuron;
|
||||
if (synapse.neuron.parent is Cluster subCluster && subCluster.prefab != this.prefab) {
|
||||
if (synapse.neuron.parent is ClusterReceptor receptor) {
|
||||
// the new nucleus is part of a (cluster) receptor,
|
||||
// so we have to change all synapses to this nucleus array elements
|
||||
int oldNucleusIx = Cluster.GetNucleusIndex(subCluster.clusterNuclei, synapse.neuron);
|
||||
int newNucleusIx = Cluster.GetNucleusIndex(subCluster.clusterNuclei, newNucleus);
|
||||
foreach (Nucleus element in receptor.nucleiArray) {
|
||||
if (element is not ClusterReceptor clusterReceptor)
|
||||
continue;
|
||||
// Get the same neuron as the synapse.nucleus in a different element
|
||||
// of the ClusterReceptor array
|
||||
Nucleus oldElementNucleus = clusterReceptor.clusterNuclei[oldNucleusIx];
|
||||
if (oldElementNucleus is not Neuron oldElementNeuron)
|
||||
continue;
|
||||
// Get the same neuron as newNucleus in a different element
|
||||
// of the ClusterReceptor array
|
||||
Nucleus newElementNucleus = clusterReceptor.clusterNuclei[newNucleusIx];
|
||||
if (newElementNucleus is not Neuron newElementNeuron)
|
||||
continue;
|
||||
|
||||
oldElementNeuron.RemoveReceiver(this.currentNucleus);
|
||||
newElementNeuron.AddReceiver(this.currentNucleus);
|
||||
// Now find the synapse which pointed to the old Neuron
|
||||
// Synapse synapseForUpdate = this.currentNucleus.GetSynapse(oldElementNeuron);
|
||||
// synapseForUpdate.nucleus = newElementNeuron;
|
||||
}
|
||||
}
|
||||
else {
|
||||
// it is a neuron in a subcluster
|
||||
synapseNeuron.RemoveReceiver(this.currentNucleus);
|
||||
newNucleus.AddReceiver(this.currentNucleus);
|
||||
}
|
||||
}
|
||||
else {
|
||||
synapseNeuron.RemoveReceiver(this.currentNucleus);
|
||||
newNucleus.AddReceiver(this.currentNucleus);
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void DisconnectNucleus(Neuron nucleus) {
|
||||
if (this.currentNucleus.clusterPrefab == null)
|
||||
return;
|
||||
string[] names = this.currentNucleus.synapses.Select(synapse => synapse.neuron.name).ToArray();
|
||||
int selectedIndex = -1;
|
||||
selectedIndex = EditorGUILayout.Popup("Disconnect from", selectedIndex, names);
|
||||
if (selectedIndex >= 0 && selectedIndex < this.currentNucleus.clusterPrefab.nuclei.Count) {
|
||||
Synapse synapse = this.currentNucleus.synapses[selectedIndex];
|
||||
Neuron synapseNeuron = synapse.neuron as Neuron;
|
||||
synapseNeuron.RemoveReceiver(this.currentNucleus);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion Synapses
|
||||
|
||||
#endregion Inspector
|
||||
}
|
||||
}
|
||||
/*
|
||||
[CustomEditor(typeof(ClusterPrefab))]
|
||||
public class ClusterInspector : Editor {
|
||||
|
||||
@ -1072,5 +1665,5 @@ namespace NanoBrain {
|
||||
public int ix = 0;
|
||||
public List<Nucleus> neuroids = new();
|
||||
}
|
||||
|
||||
*/
|
||||
}
|
||||
@ -10,16 +10,17 @@ namespace NanoBrain {
|
||||
public class ClusterViewer : Editor {
|
||||
|
||||
public class GraphView : VisualElement {
|
||||
readonly ClusterPrefab prefab;
|
||||
SerializedObject serializedBrain;
|
||||
Nucleus currentNucleus;
|
||||
GameObject gameObject;
|
||||
protected readonly ClusterPrefab prefab;
|
||||
protected SerializedObject serializedBrain;
|
||||
protected Nucleus currentNucleus;
|
||||
protected GameObject gameObject;
|
||||
private List<NeuroidLayer> layers = new();
|
||||
private readonly Dictionary<Nucleus, Vector2Int> neuroidPositions = new();
|
||||
private bool expandArray = false;
|
||||
|
||||
ClusterPrefab prefabAsset;
|
||||
readonly PopupField<string> outputsField;
|
||||
protected ClusterPrefab prefabAsset;
|
||||
protected VisualElement outputContainer;
|
||||
protected readonly PopupField<string> outputsField;
|
||||
|
||||
public GraphView(ClusterPrefab prefab) {
|
||||
this.prefab = prefab;
|
||||
@ -35,7 +36,7 @@ namespace NanoBrain {
|
||||
graphContainer.focusable = true;
|
||||
Add(graphContainer);
|
||||
|
||||
VisualElement outputContainer = new() {
|
||||
outputContainer = new() {
|
||||
style = {
|
||||
flexDirection = FlexDirection.Row,
|
||||
alignItems = Align.Center,
|
||||
@ -108,7 +109,7 @@ namespace NanoBrain {
|
||||
//DrawInspector(inspectorContainer);
|
||||
}
|
||||
|
||||
private void BuildLayers() {
|
||||
protected void BuildLayers() {
|
||||
// A temporary list to track what's been added to layers
|
||||
this.layers = new();
|
||||
int layerIx = 0;
|
||||
@ -534,4 +535,9 @@ namespace NanoBrain {
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public class NeuroidLayer {
|
||||
public int ix = 0;
|
||||
public List<Nucleus> neuroids = new();
|
||||
}
|
||||
}
|
||||
@ -61,16 +61,17 @@ namespace NanoBrain {
|
||||
/// <summary>
|
||||
/// The type of
|
||||
/// </summary>
|
||||
public enum CurvePresets {
|
||||
public enum ActivationFunction {
|
||||
Linear,
|
||||
Power,
|
||||
Sqrt,
|
||||
Reciprocal,
|
||||
Tanh,
|
||||
Custom
|
||||
}
|
||||
[SerializeField]
|
||||
public CurvePresets _curvePreset;
|
||||
public CurvePresets curvePreset {
|
||||
public ActivationFunction _curvePreset;
|
||||
public ActivationFunction curvePreset {
|
||||
get { return _curvePreset; }
|
||||
set {
|
||||
_curvePreset = value;
|
||||
@ -82,18 +83,21 @@ namespace NanoBrain {
|
||||
|
||||
public AnimationCurve GenerateCurve() {
|
||||
switch (this.curvePreset) {
|
||||
case CurvePresets.Linear:
|
||||
case ActivationFunction.Linear:
|
||||
this.curveMax = 1;
|
||||
return Presets.Linear(1);
|
||||
case CurvePresets.Power:
|
||||
case ActivationFunction.Power:
|
||||
this.curveMax = 1;
|
||||
return Presets.Power(2.0f, 1);
|
||||
case CurvePresets.Sqrt:
|
||||
case ActivationFunction.Sqrt:
|
||||
this.curveMax = 1;
|
||||
return Presets.Power(0.5f, 1);
|
||||
case CurvePresets.Reciprocal:
|
||||
case ActivationFunction.Reciprocal:
|
||||
this.curveMax = 1 / 0.01f * 1;
|
||||
return Presets.Reciprocal(1);
|
||||
case ActivationFunction.Tanh:
|
||||
this.curveMax = 1;
|
||||
return Presets.Tanh(1);
|
||||
default:
|
||||
this.curveMax = 1;
|
||||
return this.curve;
|
||||
@ -142,6 +146,25 @@ namespace NanoBrain {
|
||||
}
|
||||
return curve;
|
||||
}
|
||||
public static AnimationCurve Tanh(float weight) {
|
||||
//int samples = 128;
|
||||
float xMin = 0.001f;
|
||||
float xMax = 1;
|
||||
var keys = new Keyframe[samples];
|
||||
for (int i = 0; i < samples; i++) {
|
||||
float t = i / (float)(samples - 1);
|
||||
float x = Mathf.Lerp(xMin, xMax, t);
|
||||
float y = MathF.Tanh(x * weight);
|
||||
keys[i] = new Keyframe(x, y);
|
||||
}
|
||||
var curve = new AnimationCurve(keys);
|
||||
for (int i = 0; i < curve.length; i++) {
|
||||
AnimationUtility.SetKeyLeftTangentMode(curve, i, AnimationUtility.TangentMode.Linear);
|
||||
AnimationUtility.SetKeyRightTangentMode(curve, i, AnimationUtility.TangentMode.Linear);
|
||||
}
|
||||
return curve;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
#endregion Serialization
|
||||
@ -348,10 +371,11 @@ namespace NanoBrain {
|
||||
#if UNITY_MATHEMATICS
|
||||
|
||||
public Func<float3, float3> Activator => this.curvePreset switch {
|
||||
CurvePresets.Linear => ActivatorLinear,
|
||||
CurvePresets.Sqrt => ActivatorSqrt,
|
||||
CurvePresets.Power => ActivatorPower,
|
||||
CurvePresets.Reciprocal => ActivatorReciprocal,
|
||||
ActivationFunction.Linear => ActivatorLinear,
|
||||
ActivationFunction.Sqrt => ActivatorSqrt,
|
||||
ActivationFunction.Power => ActivatorPower,
|
||||
ActivationFunction.Reciprocal => ActivatorReciprocal,
|
||||
ActivationFunction.Tanh => ActivatorTanh,
|
||||
_ => ActivatorCustom
|
||||
};
|
||||
|
||||
@ -378,6 +402,12 @@ namespace NanoBrain {
|
||||
return result;
|
||||
}
|
||||
|
||||
protected float3 ActivatorTanh(float3 input) {
|
||||
float magnitude = length(input);
|
||||
float3 result = normalize(input) * MathF.Tanh(magnitude);
|
||||
return result;
|
||||
}
|
||||
|
||||
protected float3 ActivatorCustom(float3 input) {
|
||||
float activatedValue = this.curve.Evaluate(length(input));
|
||||
float3 result = normalize(input) * activatedValue;
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user