Receptorarrays seems to work

This commit is contained in:
Pascal Serrarens 2026-02-12 15:14:55 +01:00
parent 79e300a6b5
commit 537064d84b
5 changed files with 275 additions and 91 deletions

View File

@ -368,7 +368,7 @@ public class Cluster : Nucleus {
}
public override void UpdateStateIsolated() {
Vector3 sum = this.bias;
float3 sum = this.bias;
//Applying the weight factors
foreach (Synapse synapse in this.synapses) {

View File

@ -424,13 +424,16 @@ public class ClusterInspector : Editor {
normal = { textColor = Color.white },
fontStyle = FontStyle.Bold,
};
//if (nucleus is Nucleus neuron) {
if (nucleus.array == null || nucleus.array.nuclei == null || nucleus.array.nuclei.Count() == 0)
nucleus.array = new NucleusArray(nucleus);
if ((!expandArray || nucleus.array.nuclei.First() != this.currentNucleus) && nucleus.array.nuclei.Count() > 1) {
Handles.Label(labelPosition, nucleus.array.nuclei.Count().ToString(), style);
}
if (!expandArray && nucleus is ReceptorArray receptor) {
Handles.Label(labelPosition, receptor.receptors.Count().ToString(), style);
}
if (expandArray && nucleus.array.nuclei.First() == this.currentNucleus) {
int arrayIx = 0;
foreach (Nucleus n in nucleus.array.nuclei) {
@ -456,12 +459,6 @@ public class ClusterInspector : Editor {
Handles.color = Color.white;
Handles.DrawWireDisc(position, Vector3.forward, size + 10);
}
// }
// else {
// style.alignment = TextAnchor.UpperCenter;
// Vector3 labelPos = position - Vector3.down * (size + 10); // below disc along up axis
// Handles.Label(labelPos, nucleus.name, style);
// }
// Tooltip
Rect neuronRect = new(position.x - size, position.y - size, size * 2, size * 2);
@ -565,6 +562,21 @@ public class ClusterInspector : Editor {
if (this.currentNucleus is MemoryCell memory) {
memory.staticMemory = EditorGUILayout.Toggle("Static Memory", memory.staticMemory);
}
if (this.currentNucleus is ReceptorArray receptor) {
EditorGUILayout.BeginHorizontal();
EditorGUILayout.IntField("Receptor size", receptor.receptors.Count());
if (GUILayout.Button("Add")) {
Undo.RecordObject(prefabAsset, "Receptor add " + prefabAsset.name);
receptor.AddReceptor(this.prefab);
anythingChanged = true;
}
if (GUILayout.Button("Del")) {
Undo.RecordObject(prefabAsset, "Receptor delete " + prefabAsset.name);
receptor.RemoveReceptor();
anythingChanged = true;
}
EditorGUILayout.EndHorizontal();
}
// Synapses
@ -689,10 +701,20 @@ public class ClusterInspector : Editor {
void OnSceneGUI(SceneView sceneView) {
if (this.gameObject != null) {
foreach (Nucleus nucleus in this.currentNucleus.array.nuclei) {
Vector3 worldVector = this.gameObject.transform.TransformVector(nucleus.outputValue);
Handles.color = Color.yellow;
Handles.DrawLine(this.gameObject.transform.position, this.gameObject.transform.position + worldVector);
if (this.currentNucleus is ReceptorArray receptor) {
foreach (Nucleus nucleus in receptor.receptors) {
Vector3 worldVector = this.gameObject.transform.TransformVector(nucleus.outputValue);
Handles.color = Color.yellow;
Handles.DrawLine(this.gameObject.transform.position, this.gameObject.transform.position + worldVector);
}
}
else {
foreach (Nucleus nucleus in this.currentNucleus.array.nuclei) {
Vector3 worldVector = this.gameObject.transform.TransformVector(nucleus.outputValue);
Handles.color = Color.yellow;
Handles.DrawLine(this.gameObject.transform.position, this.gameObject.transform.position + worldVector);
}
}
}
}
@ -714,6 +736,9 @@ public class ClusterInspector : Editor {
case Nucleus.Type.Pulsar:
AddPulsarInput(nucleus);
break;
case Nucleus.Type.Receptor:
AddReceptorInput(nucleus);
break;
default:
break;
}
@ -793,6 +818,13 @@ public class ClusterInspector : Editor {
ClusterPickerWindow.ShowPicker(brain => OnClusterPicked(nucleus, brain), "Select Cluster");
}
protected virtual void AddReceptorInput(Nucleus nucleus) {
ReceptorArray newReceptor = new(this.prefab, "New Receptor");
newReceptor.AddReceiver(nucleus);
this.currentNucleus = newReceptor;
BuildLayers();
}
private void OnClusterPicked(Nucleus nucleus, ClusterPrefab prefab) {
Cluster subclusterInstance = new(prefab, this.prefab);
subclusterInstance.AddReceiver(nucleus);

View File

@ -192,7 +192,7 @@ public class Neuron : Nucleus {
};
public float3 CombinatorSum() {
Vector3 sum = this.bias;
float3 sum = this.bias;
foreach (Synapse synapse in this.synapses)
sum += synapse.weight * synapse.nucleus.outputValue;
return sum;

View File

@ -13,7 +13,7 @@ public abstract class Nucleus {
public Cluster parent { get; set; }
protected float3 _outputValue;
public virtual Vector3 outputValue {
public virtual float3 outputValue {
get { return _outputValue; }
set {
//this.stale = 0;
@ -40,7 +40,8 @@ public abstract class Nucleus {
MemoryCell,
Selector,
Cluster,
Pulsar
Pulsar,
Receptor
}
#region Synapses
@ -110,7 +111,7 @@ public abstract class Nucleus {
}
}
public void ProcessStimulus(int thingId, Vector3 inputValue, string thingName = null) {
public virtual void ProcessStimulus(int thingId, Vector3 inputValue, string thingName = null) {
this.array.ProcessStimulus(thingId, inputValue, thingName);
}

View File

@ -1,87 +1,238 @@
/*
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Unity.Mathematics;
using static Unity.Mathematics.math;
public class ReceptorArray {
public string name;
public Cluster parent { get; set; }
public NucleusArray nuclei;
public int size => nuclei.nuclei.Length;
public Dictionary<int, INucleus> thingReceivers = new();
public ReceptorArray(Cluster parent, NucleusArray nuclei) {
[Serializable]
public class ReceptorInstance : Nucleus {
public ReceptorInstance(Cluster parent, string name) {
this.parent = parent;
this.nuclei = nuclei;
this.name = name;
// We explicitly do not add this to the parent, as it is serialized in the ReceptorArray
}
public ReceptorInstance(ClusterPrefab prefab, string name) {
this.cluster = prefab;
this.name = name;
// We explicitly do not add this to the prefab, as it is serialized in the ReceptorArray
}
public override Nucleus ShallowCloneTo(Cluster parent) {
ReceptorInstance clone = new(parent, name + " +1");
return clone;
}
public override Nucleus Clone(ClusterPrefab prefab) {
ReceptorInstance clone = new(prefab, name);
return clone;
}
public override void UpdateStateIsolated() {
}
}
[Serializable]
public class ReceptorArray : Nucleus {
public ReceptorArray(Cluster parent, string name) {
this.parent = parent;
this.name = name;
this._receptors = new ReceptorInstance[1];
this._receptors[0] = new ReceptorInstance(parent, this.name + "[0]");
this.parent?.nuclei.Add(this);
}
public ReceptorArray(ClusterPrefab prefab, string name) {
this.cluster = prefab;
this.name = name;
this._receptors = new ReceptorInstance[1];
this._receptors[0] = new ReceptorInstance(prefab, this.name + "[0]");
if (this.cluster != null)
this.cluster.nuclei.Add(this);
else
Debug.LogError("No prefab when adding receptor to prefab");
}
public virtual void ProcessStimulus(int thingId, Vector3 newLocalPositionVector, string thingName = null) {
if (!thingReceivers.TryGetValue(thingId, out INucleus selectedReceiver)) {
foreach (IReceptor receptor in this.nuclei.nuclei) {
if (receptor is not INucleus receiver)
continue;
if (thingReceivers.ContainsValue(receiver))
continue;
// receiver is not used yet
public override Nucleus ShallowCloneTo(Cluster parent) {
ReceptorArray clone = new(parent, name) {
_receptors = new ReceptorInstance[this.receptors.Length]
};
for (int ix = 0; ix < this.receptors.Length; ix++) {
clone._receptors[ix] = new ReceptorInstance(parent, $"{this.name} [{ix}]");
}
return clone;
}
public override Nucleus Clone(ClusterPrefab prefab) {
ReceptorArray clone = new(prefab, this.name) {
};
clone._receptors = new ReceptorInstance[this.receptors.Length];
for (int ix = 0; ix < this.receptors.Length; ix++) {
clone._receptors[ix] = new ReceptorInstance(prefab, this.name);
}
foreach (Synapse synapse in this.synapses) {
Synapse clonedSynapse = clone.AddSynapse(synapse.nucleus);
clonedSynapse.weight = synapse.weight;
}
foreach (Nucleus receiver in this.receivers) {
clone.AddReceiver(receiver);
}
return clone;
}
[SerializeReference]
private ReceptorInstance[] _receptors;
public ReceptorInstance[] receptors {
get {
return _receptors;
}
}
public void AddReceptor(ClusterPrefab prefab) {
if (this._receptors.Length == 0) {
Debug.LogError("Empty receptor array, cannot add");
return;
}
int newLength = this._receptors.Length + 1;
ReceptorInstance[] newArray = new ReceptorInstance[newLength];
for (int i = 0; i < this._receptors.Length; i++)
newArray[i] = this._receptors[i];
newArray[newLength - 1] = (ReceptorInstance)this._receptors[0].Clone(prefab);
this._receptors = newArray;
}
public void RemoveReceptor() {
int newLength = this._receptors.Length - 1;
if (newLength == 0) {
Debug.LogWarning("Receptor array cannot be empty");
return;
}
ReceptorInstance[] newPerceptei = new ReceptorInstance[newLength];
for (int i = 0; i < newLength; i++)
newPerceptei[i] = this._receptors[i];
// Delete the last perception
if (this._receptors[newLength] is Nucleus nucleus)
Neuron.Delete(nucleus); //this._nuclei[newLength]);
this._receptors = newPerceptei;
}
private Dictionary<int, Nucleus> thingReceivers = new();
public override void ProcessStimulus(int thingId, Vector3 inputValue, string thingName = null) {
ProcessStimulus(inputValue, thingId, thingName);
}
public void ProcessStimulus(Vector3 inputValue, int thingId = 0, string thingName = null) {
CleanupReceivers();
if (!thingReceivers.TryGetValue(thingId, out Nucleus selectedReceiver)) {
Debug.Log($" no receiver found for {thingId}");
// No existing nucleus for this thing
selectedReceiver = SelectReceptor(thingId, inputValue);
}
if (selectedReceiver == null)
return;
if (thingName != null) {
string baseName = selectedReceiver.name;
int colonPos = selectedReceiver.name.IndexOf(":");
if (colonPos > 0)
baseName = selectedReceiver.name[..colonPos];
selectedReceiver.name = baseName + ": " + thingName;
}
//if (selectedReceiver is Neuron selectedNucleus) {
selectedReceiver.stale = 0;
selectedReceiver.outputValue = inputValue;
this.parent.UpdateFromNucleus(this);
//selectedNucleus.ProcessStimulus(inputValue);
//}
}
private void CleanupReceivers() {
// Remove a thing-receiver connection when the nucleus is inactive
List<int> receiversToRemove = new();
foreach (KeyValuePair<int, Nucleus> item in thingReceivers) {
if (item.Value.isSleeping)
receiversToRemove.Add(item.Key);
}
foreach (int thingId in receiversToRemove) {
Nucleus selectedReceiver = thingReceivers[thingId];
Debug.Log($" removed receiver for {thingId}");
thingReceivers.Remove(thingId);
int colonPos = selectedReceiver.name.IndexOf(":");
if (colonPos > 0)
selectedReceiver.name = selectedReceiver.name[..colonPos];
}
}
private Nucleus SelectReceptor(int thingId, float3 inputValue) {
// No existing nucleus for this thing
float inputMagnitude = length(inputValue);
Nucleus selectedReceiver = null;
float selectedMagnitude = 0;
foreach (Nucleus receiver in this._receptors) {
if (thingReceivers.ContainsValue(receiver) == false) {
// We found an unusued receiver
Debug.Log($"{thingId} -> [{receiver.name}]");
thingReceivers.Add(thingId, receiver);
return receiver;
}
else if (receiver.isSleeping) {
// A sleeping receiver is not active and can therefore always be used
thingReceivers.Add(thingId, receiver);
Debug.Log($"{thingId} -> [{selectedReceiver.name}]");
return receiver;
}
else if (selectedReceiver == null) {
// If we haven't found a receiver yet, just start by taking the first
selectedReceiver = receiver;
selectedMagnitude = length(selectedReceiver.outputValue);
}
// Look for the receiver with the lowest magnitude
else {
float magnitude = length(receiver.outputValue);
if (magnitude < inputMagnitude && length(receiver.outputValue) < selectedMagnitude) {
selectedReceiver = receiver;
selectedMagnitude = length(selectedReceiver.outputValue);
}
}
}
//selectedReceiver.outputValue = newLocalPositionVector;
// int receiverIx = 0;
// INucleus selectedReceiver = null;
// int selectedReceiverIx = 0;
// foreach (INucleus receiver in this.receivers) {
// if (thingIds[receiverIx] == thingId) {
// // We found an existing receiver for this thing
// selectedReceiver = receiver;
// selectedReceiverIx = receiverIx;
// // Do not look any further
// break;
// }
// else if (receiver.isSleeping) {
// // A sleeping receiver is not active and can therefore always be used
// selectedReceiver = receiver;
// selectedReceiverIx = receiverIx;
// // Look further because we may find an existing receiver for this thing
// }
// else if (selectedReceiver == null) {
// // If we haven't found a receiver yet, just start by taking the first
// selectedReceiver = receiver;
// selectedReceiverIx = receiverIx;
// }
// else if (selectedReceiver.isSleeping == false) {
// // If no existing or sleeping receiver is found, we look for
// // the receiver with the furthest/least interesting stimulus
// if (length(receiver.outputValue) < length(selectedReceiver.outputValue)) {
// // Debug.Log($"{selectedReceiver.name}[{selectedReceiverIx}] {length(selectedReceiver.outputValue)}" +
// // $" {receiver.name}[{receiverIx}] {length(receiver.outputValue)} ");
// selectedReceiver = receiver;
// selectedReceiverIx = receiverIx;
// }
// }
// receiverIx++;
// }
// if (selectedReceiverIx >= thingIds.Length)
// return;
// thingIds[selectedReceiverIx] = thingId;
// if (thingName != null) {
// string baseName = selectedReceiver.name;
// int colonPos = selectedReceiver.name.IndexOf(":");
// if (colonPos > 0)
// baseName = selectedReceiver.name.Substring(0, colonPos);
// selectedReceiver.name = baseName + ": " + thingName;
// }
// Debug.Log($"Receiver {selectedReceiver.name}[{selectedReceiverIx}] for thing {thingId}");
// selectedReceiver.parent.UpdateStateIsolated();
if (selectedReceiver != null) {
// 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;
}
}
*/
public override void UpdateStateIsolated() {
float3 sum = this.bias;
// Receptors do not have inputs, so we ignore the synapses
foreach (Nucleus nucleus in this._receptors)
sum += nucleus.outputValue;
this.outputValue = sum / _receptors.Length;
this.stale = 0;
UpdateNuclei();
}
public override void UpdateNuclei() {
foreach (Nucleus nucleus in this.receptors) {
nucleus.stale++;
if (nucleus.stale > staleValueForSleep && lengthsq(nucleus.outputValue) > 0) {
nucleus.outputValue = Vector3.zero;
this.UpdateStateIsolated();
}
}
}
}