Multi smell works
This commit is contained in:
parent
33ea14bb72
commit
32b58852d4
@ -165,25 +165,10 @@ namespace NanoBrain {
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GUILayout.Label(nucleusType, headerStyle);
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// Nucleus name
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//Cluster cluster = this.currentPrefabNucleus as Cluster;
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Cluster cluster = this.currentNucleus as Cluster;
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if (cluster != null) {
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EditorGUILayout.BeginHorizontal();
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if (GUILayout.Button(this.currentNucleus.parent.name))
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OnClusterClick(cluster);
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EditorGUI.BeginDisabledGroup(true);
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EditorGUILayout.TextField(this.currentNucleus.name, boldTextFieldStyle);
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EditorGUI.EndDisabledGroup();
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if (GUILayout.Button("Reimport"))
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ReimportCluster(cluster);
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EditorGUILayout.EndHorizontal();
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}
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else {
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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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anythingChanged = true;
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}
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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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anythingChanged = true;
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}
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// Current output value
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@ -202,7 +187,7 @@ namespace NanoBrain {
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if (this.currentNucleus is MemoryCell memory)
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MemoryCellInspector(memory, ref anythingChanged);
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// Cluster
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else if (cluster != null)
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else if (this.currentNucleus is Cluster cluster)
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ClusterInspector(cluster, ref anythingChanged);
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// Other
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else
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@ -277,8 +262,8 @@ namespace NanoBrain {
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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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trace = EditorGUILayout.Toggle("Trace", trace);
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currentNeuron.trace = trace;
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// trace = EditorGUILayout.Toggle("Trace", trace);
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// currentNeuron.trace = trace;
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}
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}
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@ -304,8 +289,6 @@ namespace NanoBrain {
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Nucleus[] array = null;
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int elementIx = -1;
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//if (this.currentPrefabNucleus is Neuron prefabNeuron && prefabNeuron.synapses.Count > 0) {
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// Synapse[] synapses = prefabNeuron.synapses.ToArray();
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if (this.currentNucleus is Neuron currentNeuron && currentNeuron.synapses.Count > 0) {
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Synapse[] synapses = currentNeuron.synapses.ToArray();
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foreach (Synapse synapse in synapses) {
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@ -345,19 +328,19 @@ namespace NanoBrain {
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else {
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EditorGUILayout.BeginHorizontal();
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if (synapse.neuron.parent.prefab != this.currentNucleus.parent.prefab) {
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if (synapse.neuron.parent != this.currentNucleus.parent) {
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// If it is a different 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.parent.prefab != null) {
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labelWidth = labelStyle.CalcSize(new GUIContent($"{synapse.neuron.parent.prefab.name}.")).x;
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GUILayout.Label($"{synapse.neuron.parent.prefab.name}", GUILayout.Width(labelWidth));
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if (synapse.neuron.parent != null) {
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labelWidth = labelStyle.CalcSize(new GUIContent($"{synapse.neuron.parent.name}.")).x;
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GUILayout.Label($"{synapse.neuron.parent.name}", GUILayout.Width(labelWidth));
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}
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string[] options = synapse.neuron.parent.prefab.cluster.nuclei.Select(n => n.name).ToArray();
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string[] options = synapse.neuron.parent.nuclei.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) {
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Neuron newNeuron = synapse.neuron.parent.prefab.cluster.nuclei[newIndex] as Neuron;
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Neuron newNeuron = synapse.neuron.parent.nuclei[newIndex] as Neuron;
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ChangeSynapse(synapse, newNeuron);
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}
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}
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@ -437,7 +420,7 @@ namespace NanoBrain {
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}
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protected virtual void AddNeuronInput(Nucleus nucleus) {
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Neuron newNeuron = new (this.currentCluster, "New Neuron");
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Neuron newNeuron = new(this.currentCluster, "New Neuron");
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//Neuron newNeuroid = new(this.prefab.cluster, "New neuron");
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newNeuron.AddReceiver(nucleus);
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this.currentNucleus = newNeuron;
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@ -453,7 +436,7 @@ namespace NanoBrain {
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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 selectedPrefab) {
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Cluster subclusterInstance = new(selectedPrefab, this.prefab);
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Cluster subclusterInstance = new(selectedPrefab, this.currentCluster);
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subclusterInstance.defaultOutput.AddReceiver(nucleus);
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}
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@ -557,11 +540,6 @@ namespace NanoBrain {
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AddInput(selectedType, this.currentNucleus);
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}
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return connecting;
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// if (selectedType == Nucleus.Type.None)
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// return false;
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// AddInput(selectedType, this.currentNucleus);
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// return true;
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}
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protected virtual void ChangeSynapse(Synapse synapse, Neuron newNucleus) {
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@ -108,7 +108,7 @@ namespace NanoBrain {
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this.gameObject = gameObject;
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if (this.currentCluster == null)
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return;
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if (Application.isPlaying == false)
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this.serializedBrain = new SerializedObject(this.currentCluster.prefab);
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this.selectedOutput = this.currentCluster.outputs[0];
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@ -488,14 +488,15 @@ namespace NanoBrain {
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maxValue = 1;
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float brightness = siblingNeuron.outputMagnitude / maxValue;
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color = new Color(brightness, brightness, brightness, 1f);
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} DrawNucleus(siblingNeuron, position, size, color);
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}
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DrawNucleus(siblingNeuron, position, size, color);
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GUIStyle style = new(EditorStyles.label) {
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alignment = TextAnchor.UpperCenter,
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normal = { textColor = Color.white },
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fontStyle = FontStyle.Bold,
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};
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Vector3 labelPos = position - Vector3.down * (size + 5); // below neuron
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string name = $"{sibling.baseName}.{nucleus.name}";
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string name = $"{sibling.baseName}\n{nucleus.name}";
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Handles.Label(labelPos, name, style);
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row++;
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}
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@ -505,7 +506,7 @@ namespace NanoBrain {
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protected void DrawOutputs(Vector2 parentPos, float size) {
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if (this.currentCluster == null)
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return;
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// Determine the maximum value in this layer
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// This is used to 'scale' the output value colors of the nuclei
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float maxValue = 0;
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@ -612,18 +613,12 @@ namespace NanoBrain {
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if (nucleus.parent != null && currentNucleus != null && nucleus.parent != currentNucleus.parent && nucleus.parent is Cluster parentCluster1) {
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// This neuron is part of another cluster
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parentCluster1.name ??= "";
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string baseName = "";
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int colonPos = parentCluster1.name.IndexOf(":");
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string baseName;
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if (colonPos > 0 && colonPos < parentCluster1.name.Length - 2)
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baseName = parentCluster1.name[..colonPos] + ".";
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baseName = parentCluster1.name[..colonPos] + "\n";
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else
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baseName = parentCluster1.name + ".";
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// if (colonPos > 0 && colonPos < parentCluster1.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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// //baseName = baseName[..colonPos];
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// Handles.Label(labelPos, baseName + nucleus.name, style);
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// }
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// else
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baseName = parentCluster1.name + "\n";
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Handles.Label(labelPos, baseName + nucleus.name, style);
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}
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else {
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@ -858,22 +853,34 @@ namespace NanoBrain {
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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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Handles.color = Color.yellow;
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if (this.selectedSynapseNeuron != null) {
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foreach (Cluster sibling in this.selectedSynapseNeuron.parent.siblingClusters) {
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Neuron siblingNeuron = sibling.GetNucleus(this.selectedSynapseNeuron.name) as Neuron;
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Vector3 worldVector = this.gameObject.transform.TransformVector(siblingNeuron.outputValue);
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Handles.DrawLine(this.gameObject.transform.position, this.gameObject.transform.position + worldVector);
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}
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// if (this.currentNucleus is Cluster cluster) {
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// foreach (Cluster sibling in cluster.siblingClusters) {
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// }
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// }
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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.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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}
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@ -111,13 +111,13 @@ namespace NanoBrain {
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Neuron synapseNeuron = prefabSynapse.neuron;
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if (synapseNeuron.parent.prefab != null && synapseNeuron.parent.prefab != this.prefab) {
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// Neuron is in another cluster, find the cloned cluster first
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ClusterPrefab prefabCluster = synapseNeuron.parent.prefab;
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Cluster prefabCluster = synapseNeuron.parent;
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Cluster clonedCluster = this.nuclei.Find(n => n.name == prefabCluster.name) as Cluster;
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if (clonedCluster == null)
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continue;
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// Now find the neuron in that cloned cluster
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int neuronIx = GetNucleusIndex(prefabCluster.cluster.nuclei, prefabSynapse.neuron.name);
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int neuronIx = GetNucleusIndex(prefabCluster.nuclei, prefabSynapse.neuron.name);
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if (neuronIx < 0)
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// Could not find the neuron in the prefab cluster
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continue;
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@ -140,28 +140,6 @@ namespace NanoBrain {
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// Debug.Log($"Add synapse {clonedSender.name} -> {clonedNeuron.name}");
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}
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}
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// // Copy the receivers, which will also create the synapses
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// foreach (Nucleus receiver in prefabNeuron.receivers.ToArray()) {
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// int ix = GetNucleusIndex(prefabNuclei, receiver);
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// if (ix < 0)
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// continue;
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// if (clonedNuclei[ix] is not Nucleus clonedReceiver)
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// continue;
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// // Find the synapse for the weight
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// float weight = 1;
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// foreach (Synapse synapse in receiver.synapses) {
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// // Find the weight for this synapse
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// if (synapse.neuron == prefabNucleus) {
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// weight = synapse.weight;
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// break;
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// }
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// }
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// clonedNeuron.AddReceiver(clonedReceiver, weight);
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// }
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}
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if (Application.isPlaying) {
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@ -191,135 +169,43 @@ namespace NanoBrain {
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// Ensure that all neurons are computed to initialize bias
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foreach (Nucleus clonedNucleus in clonedNuclei) {
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clonedNucleus.UpdateStateIsolated();
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if (clonedNucleus is not Cluster)
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clonedNucleus.UpdateStateIsolated();
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}
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}
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/*
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for (int nucleusIx = 0; nucleusIx < clonedNuclei.Length; nucleusIx++) {
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Nucleus prefabNucleus = prefabNuclei[nucleusIx];
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if (prefabNucleus is not Cluster prefabCluster)
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continue;
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if (prefabCluster.instanceCount <= 1)
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continue;
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Cluster clonedNucleus = clonedNuclei[nucleusIx] as Cluster;
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if (prefabCluster == prefabCluster.siblingClusters[0]) {
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// We clone the array only for the first entry
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//NucleusArray clonedArray = new(prefabReceptor.nucleiArray.Length);
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Cluster[] clonedArray = new Cluster[prefabCluster.siblingClusters.Length];
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int arrayIx = 0;
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foreach (Cluster prefabArrayNucleus in prefabCluster.siblingClusters) {
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int arrayNucleusIx = GetNucleusIndex(prefabNuclei, prefabArrayNucleus);
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if (arrayNucleusIx >= 0) {
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Cluster clonedArrayNucleus = clonedNuclei[arrayNucleusIx] as Cluster;
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clonedArray[arrayIx] = clonedArrayNucleus;
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}
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else {
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Debug.LogError($" Could not find prefab nucleus {prefabNucleus.name} in the clones");
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}
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arrayIx++;
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}
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clonedNucleus.siblingClusters = clonedArray;
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}
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else {
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// The others will refer to the array created for the first nucleus in the array
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int firstNucleusIx = GetNucleusIndex(prefabNuclei, prefabCluster.siblingClusters[0]);
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Cluster clonedFirstNucleus = clonedNuclei[firstNucleusIx] as Cluster;
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clonedNucleus.siblingClusters = clonedFirstNucleus.siblingClusters;
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}
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}
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}
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/*
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// Collect the subclusters
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List<Cluster> subClusters = new();
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foreach (Nucleus nucleus in prefabNuclei) {
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foreach (Synapse synapse in nucleus.synapses) {
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Nucleus synapseNucleus = synapse.neuron;
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Cluster subCluster = synapseNucleus.parent;
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if (subCluster is null ||
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synapseNucleus.clusterPrefab == this.clusterPrefab) {
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// private void CloneSynapses(Neuron prefabNeuron, Neuron clonedNeuron) {
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// foreach (Synapse prefabSynapse in prefabNeuron.synapses) {
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// Neuron synapseNeuron = prefabSynapse.neuron;
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// if (synapseNeuron.parent.prefab != null && synapseNeuron.parent.prefab != this.prefab) {
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// // Neuron is in another cluster, find the cloned cluster first
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// ClusterPrefab prefabCluster = synapseNeuron.parent.prefab;
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// Cluster clonedCluster = this.nuclei.Find(n => n.name == prefabCluster.name) as Cluster;
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// if (clonedCluster == null)
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// continue;
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continue;
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}
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// if (synapseNucleus is not Cluster subCluster)
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// continue;
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if (subClusters.Contains(subCluster))
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continue;
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subClusters.Add(subCluster);
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}
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}
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// Create the subcluster instances
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foreach (Cluster subCluster in subClusters) {
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for (int ix = 0; ix < subCluster.instanceCount; ix++) {
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// create the new instance
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Cluster clusterInstance = new(subCluster.prefab);
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// connect it
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foreach ((Neuron sender, Nucleus receiver) in subCluster.CollectConnections()) {
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int receiverIx = GetNucleusIndex(prefabNuclei, receiver);
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if (receiverIx < 0)
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continue;
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// // Now find the neuron in that cloned cluster
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// int neuronIx = GetNucleusIndex(prefabCluster.cluster.nuclei, prefabSynapse.neuron.name);
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// if (neuronIx < 0)
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// // Could not find the neuron in the prefab cluster
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// continue;
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// if (clonedCluster.nuclei[neuronIx] is not Neuron clonedSender)
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// // Could not find the neuron in the cloned cluster
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// continue;
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if (clonedNuclei[receiverIx] is not Nucleus clonedReceiver)
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continue;
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// clonedSender.AddReceiver(clonedNeuron, prefabSynapse.weight);
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// //Debug.Log($"Add synapse {clonedCluster.name}.{clonedSender.name} -> {clonedNeuron.name} [{clonedSender.receivers.Count}]");
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// }
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// else {
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// Neuron clonedSender = this.nuclei.Find(n => n.name == prefabSynapse.neuron.name) as Neuron;
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// // Copy the receivers which will also create the synapse
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// clonedSender.AddReceiver(clonedNeuron, prefabSynapse.weight);
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// // Debug.Log($"Add synapse {clonedSender.name} -> {clonedNeuron.name}");
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// }
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// }
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// Find the synapse for the weight
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float weight = 1;
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foreach (Synapse synapse in receiver.synapses) {
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// Find the weight for this synapse
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if (synapse.neuron == sender) {
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weight = synapse.weight;
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break;
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}
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}
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if (clusterInstance.GetNucleus(sender.name) is not Neuron clonedSender)
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continue;
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clonedSender.AddReceiver(clonedReceiver, weight);
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}
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}
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}
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*/
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// foreach (Nucleus nucleus in this.clusterNuclei) {
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// if (nucleus is Cluster clonedSubCluster)
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// RestoreAllExternalReceivers(clonedSubCluster, this.prefab, this);
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// }
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}
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private void CloneSynapses(Neuron prefabNeuron, Neuron clonedNeuron) {
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foreach (Synapse prefabSynapse in prefabNeuron.synapses) {
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Neuron synapseNeuron = prefabSynapse.neuron;
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if (synapseNeuron.parent.prefab != null && synapseNeuron.parent.prefab != this.prefab) {
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// Neuron is in another cluster, find the cloned cluster first
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ClusterPrefab prefabCluster = synapseNeuron.parent.prefab;
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Cluster clonedCluster = this.nuclei.Find(n => n.name == prefabCluster.name) as Cluster;
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if (clonedCluster == null)
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continue;
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// Now find the neuron in that cloned cluster
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int neuronIx = GetNucleusIndex(prefabCluster.cluster.nuclei, prefabSynapse.neuron.name);
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if (neuronIx < 0)
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// Could not find the neuron in the prefab cluster
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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();
|
||||
|
||||
@ -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);
|
||||
|
||||
@ -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
|
||||
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user