diff --git a/Runtime/Scripts/Core/Neuron.cs b/Runtime/Scripts/Core/Neuron.cs
index 5d4e4ac..3b60353 100644
--- a/Runtime/Scripts/Core/Neuron.cs
+++ b/Runtime/Scripts/Core/Neuron.cs
@@ -121,7 +121,7 @@ namespace NanoBrain {
///
public virtual void SetBias(Vector3 inputValue) {
this.bias = inputValue;
- this.lastUpdate = Time.time;
+ // this.lastUpdate = Time.time;
this.parent?.UpdateFromNucleus(this);
}
@@ -251,30 +251,30 @@ namespace NanoBrain {
///
/// True when the neuron is not persisting and has not be updated for timeToSleep seconds
///
- public virtual bool isSleeping => false; //!persistOutput && (Time.time - this.lastUpdate > timeToSleep);
+ //public virtual bool isSleeping => false; //!persistOutput && (Time.time - this.lastUpdate > timeToSleep);
///
/// Check if the neuron is sleeping.
///
/// This will reset the output value if it is sleeping
- public void SleepCheck() {
- if (this.isSleeping && this.outputSqrMagnitude > 0) {
-#if UNITY_MATHEMATICS
- this._outputValue = new float3(0, 0, 0);
-#else
- this._outputValue = new Vector3(0,0,0);
-#endif
- }
- }
+// public void SleepCheck() {
+// if (this.isSleeping && this.outputSqrMagnitude > 0) {
+// #if UNITY_MATHEMATICS
+// this._outputValue = new float3(0, 0, 0);
+// #else
+// this._outputValue = new Vector3(0,0,0);
+// #endif
+// }
+// }
///
/// The time at which the last update has been done
///
- [HideInInspector]
- public float lastUpdate = 0;
+ // [HideInInspector]
+ // public float lastUpdate = 0;
///
/// Time in seconds after the last update the neuron can go to sleep
///
- public static readonly float timeToSleep = 0.5f;
+ // public static readonly float timeToSleep = 0.5f;
///
/// When true, Unity will pause exection when this neuron is updated
@@ -402,7 +402,7 @@ namespace NanoBrain {
}
this.combination = Combinator(this.bias, this.synapses);
this.outputValue = Activator(this.combination);
- this.lastUpdate = Time.time;
+ // this.lastUpdate = Time.time;
}
#region Combinator
@@ -437,8 +437,8 @@ namespace NanoBrain {
public static float3 CombinatorSum(float3 bias, List synapses) {
float3 sum = bias;
foreach (Synapse synapse in synapses) {
- synapse.neuron.SleepCheck();
- sum += synapse.weight * synapse.neuron.outputValue;
+ // synapse.neuron.SleepCheck();
+ sum += synapse.weight * synapse.neuron._outputValue;
}
return sum;
}
@@ -452,8 +452,8 @@ namespace NanoBrain {
public static float3 CombinatorProduct(float3 bias, List synapses) {
float3 product = bias;
foreach (Synapse synapse in synapses) {
- synapse.neuron.SleepCheck();
- product *= synapse.weight * synapse.neuron.outputValue;
+ // synapse.neuron.SleepCheck();
+ product *= synapse.weight * synapse.neuron._outputValue;
}
return product;
}
@@ -798,7 +798,7 @@ namespace NanoBrain {
///
/// The value of the stimulus
public virtual void ProcessStimulus(Vector3 inputValue, float autoResetDelay = 0) {
- this.lastUpdate = Time.time;
+ // this.lastUpdate = Time.time;
this.bias = inputValue;
this.parent?.UpdateFromNucleus(this);
this.resetStimulus ??= ResetStimulus;
diff --git a/Runtime/Scripts/Core/Population.cs b/Runtime/Scripts/Core/Population.cs
index 5b4c6ae..f854db5 100644
--- a/Runtime/Scripts/Core/Population.cs
+++ b/Runtime/Scripts/Core/Population.cs
@@ -88,7 +88,7 @@ namespace NanoBrain {
member.brain.CopyWeightsFrom(ants[parent1].brain);
member.brain.ProcessWeightsFrom(ants[parent2].brain, Average);
// LogTrainableWeights(member.brain);
- member.brain.GaussianAdditiveMutation(1e-1f);
+ member.brain.GaussianAdditiveMutation(1e-2f);
// LogTrainableWeights(member.brain);
}