Added ClusterArray
This commit is contained in:
parent
0023920ffa
commit
1fc75a8143
@ -188,6 +188,20 @@ namespace NanoBrain {
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anythingChanged = true;
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}
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EditorGUILayout.EndHorizontal();
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} else if (this.currentNucleus is Cluster cluster && cluster.clusterArray != null) {
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.IntField("Array size", cluster.clusterArray.clusters.Count());
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if (GUILayout.Button("Add")) {
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Undo.RecordObject(prefabAsset, "Array add " + prefabAsset.name);
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cluster.clusterArray.Add(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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cluster.clusterArray.Remove();
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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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@ -387,24 +401,18 @@ namespace NanoBrain {
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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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case Nucleus.Type.ClusterArray:
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AddClusterArrayInput(nucleus);
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break;
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default:
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break;
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}
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@ -456,6 +464,13 @@ namespace NanoBrain {
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var editor = Editor.CreateEditor(subCluster.prefab);
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}
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protected virtual void AddClusterArrayInput(Nucleus nucleus) {
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ClusterPickerWindow.ShowPicker(prefab => OnPickedClusterArray(nucleus, prefab), "Select Cluster");
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}
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private void OnPickedClusterArray(Nucleus nucleus, ClusterPrefab selectedPrefab) {
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_ = new ClusterArray(selectedPrefab, this.prefab, 1, nucleus);
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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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@ -439,12 +439,34 @@ namespace NanoBrain {
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style.normal.textColor = Color.white;
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}
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}
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else if (nucleus is Cluster cluster && cluster.clusterArray != null) {
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if (expandArray) {
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// Put array indices above elements
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style.alignment = TextAnchor.LowerCenter;
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Vector3 labelPos1 = position + Vector3.down * (size + 5); // below disc
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int colonPos1 = nucleus.name.IndexOf(":");
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if (colonPos1 > 0) {
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string extName = nucleus.name[(colonPos1 + 2)..];
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Handles.Label(labelPos1, extName, style);
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}
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}
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else {
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// draw the array size label
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if (color.grayscale > 0.5f)
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style.normal.textColor = Color.black;
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else
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style.normal.textColor = Color.white;
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Handles.Label(labelPosition, cluster.clusterArray.clusters.Length.ToString(), style);
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style.normal.textColor = Color.white;
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}
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}
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if (expandArray == false || nucleus is not IReceptor) {
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// put name below nucleus
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Vector3 labelPos = position - Vector3.down * (size + 5); // below neuron
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style.alignment = TextAnchor.UpperCenter;
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nucleus.name ??= "";
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int colonPos = nucleus.name.IndexOf(":");
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if (colonPos > 0 && colonPos < nucleus.name.Length - 2) {
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// if it is an array, we should not show the :0 of the first element
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@ -28,6 +28,9 @@ public class Cluster : Nucleus {
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}
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}
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[SerializeReference]
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public ClusterArray clusterArray;
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#region Init
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/// <summary>
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109
Runtime/Scripts/Core/ClusterArray.cs
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109
Runtime/Scripts/Core/ClusterArray.cs
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@ -0,0 +1,109 @@
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using UnityEngine;
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namespace NanoBrain {
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public class ClusterArray : Nucleus {
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public ClusterPrefab prefab;
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public Cluster[] clusters;
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public ClusterArray(ClusterPrefab prefab, Cluster parent, int size, Nucleus receiver = null) {
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this.prefab = prefab;
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this.name = prefab.name;
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this.clusters = new Cluster[size];
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for (int ix = 0; ix < size; ix++) {
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Cluster cluster = new(prefab, parent);
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cluster.defaultOutput.AddReceiver(receiver);
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cluster.clusterArray = this;
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this.clusters[ix] = cluster;
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}
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}
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public ClusterArray(ClusterPrefab prefab, ClusterPrefab parent, int size, Nucleus receiver = null) {
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this.prefab = prefab;
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this.name = prefab.name;
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this.clusters = new Cluster[size];
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for (int ix = 0; ix < size; ix++) {
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Cluster cluster = new(prefab, parent);
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cluster.defaultOutput.AddReceiver(receiver);
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cluster.clusterArray = this;
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this.clusters[ix] = cluster;
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}
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}
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public override Nucleus ShallowCloneTo(Cluster parent) {
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ClusterArray clone = new(this.prefab, parent, this.clusters.Length) {
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clusterPrefab = this.clusterPrefab,
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};
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return clone;
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}
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public override Nucleus Clone(ClusterPrefab parent) {
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ClusterArray clone = new(this.prefab, parent, this.clusters.Length) {
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};
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return clone;
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}
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public void Add(ClusterPrefab prefab) {
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if (this.clusters.Length == 0) {
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Debug.LogError("Empty perceptoid array, cannot add");
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}
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int newLength = this.clusters.Length + 1;
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Cluster[] newArray = new Cluster[newLength];
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string baseName = this.name;
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int colonPos = baseName.IndexOf(":");
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if (colonPos > 0)
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baseName = baseName[..colonPos];
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for (int i = 0; i < this.clusters.Length; i++)
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newArray[i] = this.clusters[i];
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Cluster cluster = this.clusters[0];
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newArray[newLength - 1] = cluster.Clone(prefab) as Cluster;
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newArray[newLength - 1].name = $"{baseName}: {newLength - 1}";
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}
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public void Remove() {
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int newLength = this.clusters.Length - 1;
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if (newLength == 0) {
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Debug.LogWarning("Perceptoid array cannot be empty");
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}
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Cluster[] newArray = new Cluster[newLength];
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for (int i = 0; i < newLength; i++)
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newArray[i] = this.clusters[i];
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// Delete the last perception
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//Cluster.Delete(nucleus);
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}
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public override void UpdateStateIsolated() {
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// Clusters don't do anything,
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// The nuclei in them do the work
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// and should be called directly, not from the cluster
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}
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public virtual Cluster GetThingCluster() {
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Cluster selectedCluster = SelectCluster();
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return selectedCluster;
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}
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private Cluster SelectCluster() {
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// Find a sleeping cluster
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foreach (Cluster cluster in clusters) {
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if (cluster.defaultOutput.isSleeping)
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return cluster;
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}
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// Otherwise find the stalest cluster?
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Cluster stalestCluster = clusters[0];
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for (int ix = 1; ix < clusters.Length; ix++) {
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if (clusters[ix].defaultOutput.stale > stalestCluster.defaultOutput.stale)
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stalestCluster = clusters[ix];
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}
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return stalestCluster;
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}
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}
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}
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2
Runtime/Scripts/Core/ClusterArray.cs.meta
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2
Runtime/Scripts/Core/ClusterArray.cs.meta
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@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 837dfcffeb99804479a0887cbfc33372
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@ -9,194 +9,194 @@ using System.Linq;
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namespace NanoBrain {
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[Serializable]
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public class ClusterReceptor : Cluster, IReceptor {
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public ClusterReceptor(ClusterPrefab prefab, Cluster parent, string name) : base(prefab, parent) {
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this.name = name;
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this.array = new NucleusArray(this);
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if (this.name.IndexOf(":") < 0)
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this.name += ": 0";
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[Serializable]
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public class ClusterReceptor : Cluster, IReceptor {
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public ClusterReceptor(ClusterPrefab prefab, Cluster parent, string name) : base(prefab, parent) {
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this.name = name;
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this.array = new NucleusArray(this);
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if (this.name.IndexOf(":") < 0)
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this.name += ": 0";
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}
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public ClusterReceptor(ClusterPrefab prefab, ClusterPrefab parent, string name) : base(prefab, parent) {
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this.name = name;
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this.array = new NucleusArray(this);
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}
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public string GetName() {
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return this.name;
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}
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public override Nucleus ShallowCloneTo(Cluster parent) {
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ClusterReceptor clone = new(this.prefab, parent, this.name) {
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clusterPrefab = this.clusterPrefab,
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};
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return clone;
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}
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public override Nucleus Clone(ClusterPrefab parent) {
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ClusterReceptor clone = new(prefab, parent, this.name) {
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array = this._array
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};
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foreach (Synapse synapse in this.synapses) {
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Synapse clonedSynapse = clone.AddSynapse(synapse.neuron);
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clonedSynapse.weight = synapse.weight;
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}
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public ClusterReceptor(ClusterPrefab prefab, ClusterPrefab parent, string name) : base(prefab, parent) {
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this.name = name;
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this.array = new NucleusArray(this);
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}
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this._outputs = null; // Make sure the output are regenerated
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foreach (Neuron output in this.outputs) {
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int ix = GetNucleusIndex(this.clusterNuclei, output);
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if (ix < 0 || clone.clusterNuclei[ix] is not Neuron clonedOutput)
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continue;
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foreach (Nucleus receiver in output.receivers)
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clonedOutput.AddReceiver(receiver);
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public string GetName() {
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return this.name;
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}
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return clone;
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}
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public override List<Nucleus> CollectReceivers() {
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List<Nucleus> receivers = new();
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foreach (Nucleus element in this.nucleiArray) {
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if (element is not Cluster clusterElement)
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continue;
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public override Nucleus ShallowCloneTo(Cluster parent) {
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ClusterReceptor clone = new(this.prefab, parent, this.name) {
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clusterPrefab = this.clusterPrefab,
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};
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foreach (Nucleus outputNucleus in clusterElement.clusterNuclei) {
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if (outputNucleus is not Neuron output)
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return clone;
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}
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public override Nucleus Clone(ClusterPrefab parent) {
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ClusterReceptor clone = new(prefab, parent, this.name) {
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array = this._array
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};
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foreach (Synapse synapse in this.synapses) {
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Synapse clonedSynapse = clone.AddSynapse(synapse.neuron);
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clonedSynapse.weight = synapse.weight;
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}
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this._outputs = null; // Make sure the output are regenerated
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foreach (Neuron output in this.outputs) {
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int ix = GetNucleusIndex(this.clusterNuclei, output);
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if (ix < 0 || clone.clusterNuclei[ix] is not Neuron clonedOutput)
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continue;
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// this should be clusterElement.outputs,
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// but outputs is not updated when correctly and may contain old data...
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foreach (Nucleus receiver in output.receivers) {
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// Only add receivers outside clusterElement cluster
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if (receiver.clusterPrefab != clusterElement.prefab &&
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receivers.Contains(receiver) == false)
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receivers.Add(receiver);
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foreach (Nucleus receiver in output.receivers)
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clonedOutput.AddReceiver(receiver);
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}
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return clone;
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}
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public override List<Nucleus> CollectReceivers() {
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List<Nucleus> receivers = new();
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foreach (Nucleus element in this.nucleiArray) {
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if (element is not Cluster clusterElement)
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continue;
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foreach (Nucleus outputNucleus in clusterElement.clusterNuclei) {
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if (outputNucleus is not Neuron output)
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continue;
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// this should be clusterElement.outputs,
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// but outputs is not updated when correctly and may contain old data...
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foreach (Nucleus receiver in output.receivers) {
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// Only add receivers outside clusterElement cluster
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if (receiver.clusterPrefab != clusterElement.prefab &&
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receivers.Contains(receiver) == false)
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receivers.Add(receiver);
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}
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}
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}
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}
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return receivers;
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}
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[SerializeReference]
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private NucleusArray _array;
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public NucleusArray array {
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set { _array = value; }
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}
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public Nucleus[] nucleiArray {
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get { return _array.nuclei; }
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set { _array.nuclei = value; }
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}
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public void AddReceptorElement(ClusterPrefab prefab) {
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IReceptorHelpers.AddReceptorElement(this, prefab);
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}
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public void RemoveReceptorElement() {
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IReceptorHelpers.RemoveReceptorElement(this);
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}
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public void AddArrayReceiver(Nucleus receiverToAdd, float weight = 1) {
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IReceptorHelpers.AddArrayReceiver(this, receiverToAdd, weight);
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}
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public override void UpdateStateIsolated() {
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// Clusters don't do anything,
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// The nuclei in them do the work
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// and should be called directly, not from the cluster
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}
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public override void UpdateNuclei() {
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foreach (Nucleus nucleus in this.clusterNuclei)
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nucleus.UpdateNuclei();
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}
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public override void ProcessStimulus(Vector3 inputValue, int thingId = 0, string thingName = null) {
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Debug.LogError("Process Stimulus was called on clusterreceptor without a neuron specified");
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}
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private readonly Dictionary<int, ClusterReceptor> thingReceivers = new();
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public virtual void ProcessStimulus(Neuron input, Vector3 inputValue, int thingId = 0, string thingName = null) {
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CleanupReceivers();
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if (!thingReceivers.TryGetValue(thingId, out ClusterReceptor selectedReceiver))
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selectedReceiver = FindReceiver2(thingId, inputValue, input);
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if (selectedReceiver == null)
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return;
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if (thingName != null) {
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string baseName = selectedReceiver.name;
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int colonPos = selectedReceiver.name.IndexOf(":");
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if (colonPos > 0)
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baseName = selectedReceiver.name[..colonPos];
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selectedReceiver.name = baseName + ": " + thingName;
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return receivers;
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}
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int inputIx = GetNucleusIndex(this.clusterNuclei, input);
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if (inputIx < 0)
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return;
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[SerializeReference]
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private NucleusArray _array;
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public NucleusArray array {
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set { _array = value; }
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}
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if (selectedReceiver.clusterNuclei[inputIx] is Neuron selectedNeuron)
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selectedNeuron.ProcessStimulusDirect(inputValue);
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}
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public Nucleus[] nucleiArray {
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get { return _array.nuclei; }
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set { _array.nuclei = value; }
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}
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public void AddReceptorElement(ClusterPrefab prefab) {
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IReceptorHelpers.AddReceptorElement(this, prefab);
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}
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public void RemoveReceptorElement() {
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IReceptorHelpers.RemoveReceptorElement(this);
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}
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public void AddArrayReceiver(Nucleus receiverToAdd, float weight = 1) {
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IReceptorHelpers.AddArrayReceiver(this, receiverToAdd, weight);
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}
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public override void UpdateStateIsolated() {
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// Clusters don't do anything,
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// The nuclei in them do the work
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// and should be called directly, not from the cluster
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}
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public override void UpdateNuclei() {
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foreach (Nucleus nucleus in this.clusterNuclei)
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nucleus.UpdateNuclei();
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}
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public override void ProcessStimulus(Vector3 inputValue, int thingId = 0, string thingName = null) {
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Debug.LogError("Process Stimulus was called on clusterreceptor without a neuron specified");
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}
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private readonly Dictionary<int, ClusterReceptor> thingReceivers = new();
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public virtual void ProcessStimulus(Neuron input, Vector3 inputValue, int thingId = 0, string thingName = null) {
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CleanupReceivers();
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if (!thingReceivers.TryGetValue(thingId, out ClusterReceptor selectedReceiver))
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selectedReceiver = FindReceiver2(thingId, inputValue, input);
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if (selectedReceiver == null)
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return;
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if (thingName != null) {
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string baseName = selectedReceiver.name;
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int colonPos = selectedReceiver.name.IndexOf(":");
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if (colonPos > 0)
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baseName = selectedReceiver.name[..colonPos];
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selectedReceiver.name = baseName + ": " + thingName;
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}
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int inputIx = GetNucleusIndex(this.clusterNuclei, input);
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if (inputIx < 0)
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return;
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if (selectedReceiver.clusterNuclei[inputIx] is Neuron selectedNeuron)
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selectedNeuron.ProcessStimulusDirect(inputValue);
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}
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#if UNITY_MATHEMATICS
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private ClusterReceptor FindReceiver2(int thingId, float3 inputValue, Neuron input) {
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// No existing nucleus for this thing
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ClusterReceptor selectedReceiver = null;
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float selectedMagnitude = 0;
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foreach (ClusterReceptor receiver in this.nucleiArray.Cast<ClusterReceptor>()) {
|
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if (thingReceivers.ContainsValue(receiver) == false) {
|
||||
// We found an unusued receiver
|
||||
thingReceivers.Add(thingId, receiver);
|
||||
return receiver;
|
||||
}
|
||||
else if (receiver.defaultOutput.isSleeping) {
|
||||
// A sleeping receiver is not active and can therefore always be used
|
||||
thingReceivers.Add(thingId, receiver);
|
||||
receiver.bias = float3(0, 0, 0);
|
||||
return receiver;
|
||||
}
|
||||
else if (selectedReceiver == null) {
|
||||
// If we haven't found a receiver yet, just start by taking the first
|
||||
selectedReceiver = receiver;
|
||||
selectedMagnitude = length(selectedReceiver.defaultOutput.outputValue);
|
||||
}
|
||||
// Look for the receiver with the lowest output magnitude
|
||||
else {
|
||||
float magnitude = length(receiver.defaultOutput.outputValue);
|
||||
|
||||
if (length(receiver.defaultOutput.outputValue) < selectedMagnitude) {
|
||||
private ClusterReceptor FindReceiver2(int thingId, float3 inputValue, Neuron input) {
|
||||
// No existing nucleus for this thing
|
||||
ClusterReceptor selectedReceiver = null;
|
||||
float selectedMagnitude = 0;
|
||||
foreach (ClusterReceptor receiver in this.nucleiArray.Cast<ClusterReceptor>()) {
|
||||
if (thingReceivers.ContainsValue(receiver) == false) {
|
||||
// We found an unusued receiver
|
||||
thingReceivers.Add(thingId, receiver);
|
||||
return receiver;
|
||||
}
|
||||
else if (receiver.defaultOutput.isSleeping) {
|
||||
// A sleeping receiver is not active and can therefore always be used
|
||||
thingReceivers.Add(thingId, receiver);
|
||||
receiver.bias = float3(0, 0, 0);
|
||||
return receiver;
|
||||
}
|
||||
else if (selectedReceiver == null) {
|
||||
// If we haven't found a receiver yet, just start by taking the first
|
||||
selectedReceiver = receiver;
|
||||
selectedMagnitude = length(selectedReceiver.defaultOutput.outputValue);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (selectedReceiver != null) {
|
||||
// To re-initialize the cluster (esp. memory cells)
|
||||
// we update the cluster neuron twice.
|
||||
// Bit of a hack.....
|
||||
int inputIx = GetNucleusIndex(this.clusterNuclei, input);
|
||||
if (inputIx >= 0) {
|
||||
if (selectedReceiver.clusterNuclei[inputIx] is Neuron selectedNeuron)
|
||||
selectedNeuron.ProcessStimulusDirect(inputValue);
|
||||
}
|
||||
// Look for the receiver with the lowest output magnitude
|
||||
else {
|
||||
float magnitude = length(receiver.defaultOutput.outputValue);
|
||||
|
||||
// Replace the receiver
|
||||
// Find the thingId current associated with the receiver
|
||||
int keyToRemove = thingReceivers.FirstOrDefault(r => r.Value.Equals(selectedReceiver)).Key;
|
||||
if (keyToRemove != 0 || thingReceivers.ContainsKey(keyToRemove))
|
||||
thingReceivers.Remove(keyToRemove);
|
||||
// And add the new association
|
||||
thingReceivers.Add(thingId, selectedReceiver);
|
||||
if (length(receiver.defaultOutput.outputValue) < selectedMagnitude) {
|
||||
selectedReceiver = receiver;
|
||||
selectedMagnitude = length(selectedReceiver.defaultOutput.outputValue);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (selectedReceiver != null) {
|
||||
// To re-initialize the cluster (esp. memory cells)
|
||||
// we update the cluster neuron twice.
|
||||
// Bit of a hack.....
|
||||
int inputIx = GetNucleusIndex(this.clusterNuclei, input);
|
||||
if (inputIx >= 0) {
|
||||
if (selectedReceiver.clusterNuclei[inputIx] is Neuron selectedNeuron)
|
||||
selectedNeuron.ProcessStimulusDirect(inputValue);
|
||||
}
|
||||
|
||||
// Replace the receiver
|
||||
// Find the thingId current associated with the receiver
|
||||
int keyToRemove = thingReceivers.FirstOrDefault(r => r.Value.Equals(selectedReceiver)).Key;
|
||||
if (keyToRemove != 0 || thingReceivers.ContainsKey(keyToRemove))
|
||||
thingReceivers.Remove(keyToRemove);
|
||||
// And add the new association
|
||||
thingReceivers.Add(thingId, selectedReceiver);
|
||||
}
|
||||
return selectedReceiver;
|
||||
}
|
||||
return selectedReceiver;
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
@ -254,24 +254,25 @@ public class ClusterReceptor : Cluster, IReceptor {
|
||||
|
||||
#endif
|
||||
|
||||
private void CleanupReceivers() {
|
||||
// Remove a thing-receiver connection when the nucleus is inactive
|
||||
List<int> receiversToRemove = new();
|
||||
foreach (KeyValuePair<int, ClusterReceptor> item in thingReceivers) {
|
||||
if (item.Value != null && item.Value.defaultOutput.isSleeping)
|
||||
receiversToRemove.Add(item.Key);
|
||||
private void CleanupReceivers() {
|
||||
// Remove a thing-receiver connection when the nucleus is inactive
|
||||
List<int> receiversToRemove = new();
|
||||
foreach (KeyValuePair<int, ClusterReceptor> item in thingReceivers) {
|
||||
if (item.Value != null && item.Value.defaultOutput.isSleeping)
|
||||
receiversToRemove.Add(item.Key);
|
||||
}
|
||||
foreach (int thingId in receiversToRemove) {
|
||||
Nucleus selectedReceiver = thingReceivers[thingId];
|
||||
|
||||
thingReceivers.Remove(thingId);
|
||||
|
||||
int colonPos = selectedReceiver.name.IndexOf(":");
|
||||
if (colonPos > 0)
|
||||
selectedReceiver.name = selectedReceiver.name[..colonPos];
|
||||
|
||||
}
|
||||
}
|
||||
foreach (int thingId in receiversToRemove) {
|
||||
Nucleus selectedReceiver = thingReceivers[thingId];
|
||||
|
||||
thingReceivers.Remove(thingId);
|
||||
|
||||
int colonPos = selectedReceiver.name.IndexOf(":");
|
||||
if (colonPos > 0)
|
||||
selectedReceiver.name = selectedReceiver.name[..colonPos];
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@ -56,6 +56,7 @@ public abstract class Nucleus {
|
||||
Cluster,
|
||||
Receptor,
|
||||
ClusterReceptor,
|
||||
ClusterArray,
|
||||
}
|
||||
|
||||
#region Synapses
|
||||
|
||||
@ -29,7 +29,7 @@ namespace NanoBrain {
|
||||
public Receptor(ClusterPrefab prefab, string name) : base(prefab, name) {
|
||||
this.array = new NucleusArray(this);
|
||||
}
|
||||
|
||||
|
||||
public string GetName() {
|
||||
return this.name;
|
||||
}
|
||||
@ -108,6 +108,6 @@ namespace NanoBrain {
|
||||
this._array ??= new NucleusArray(this.parent);
|
||||
this._array.ProcessStimulus(thingId, inputValue, thingName);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
Loading…
x
Reference in New Issue
Block a user