diff --git a/Editor/Cluster_Drawer.cs b/Editor/Cluster_Drawer.cs
index acc8eb3..d1e3778 100644
--- a/Editor/Cluster_Drawer.cs
+++ b/Editor/Cluster_Drawer.cs
@@ -150,20 +150,20 @@ namespace NanoBrain.Unity {
else if (selectedTarget is GameObject g)
gameObject = g;
- Handles.color = Color.yellow;
- if (Cluster_Drawer.currentClusterView.selectedSynapseNeuron != null) {
- foreach (Cluster sibling in Cluster_Drawer.currentClusterView.selectedSynapseNeuron.parent.instances) {
- Neuron siblingNeuron = sibling.GetNeuron(Cluster_Drawer.currentClusterView.selectedSynapseNeuron.name);
- Vector3 worldVector = gameObject.transform.TransformVector(siblingNeuron.outputValue);
- Handles.DrawLine(gameObject.transform.position, gameObject.transform.position + worldVector);
- }
- }
- else {
- if (Cluster_Drawer.currentClusterView.currentNucleus is Neuron currentNeuron) {
- Vector3 worldVector = gameObject.transform.TransformVector(currentNeuron.outputValue);
- Handles.DrawLine(gameObject.transform.position, gameObject.transform.position + worldVector);
- }
- }
+ // Handles.color = Color.yellow;
+ // if (Cluster_Drawer.currentClusterView.selectedSynapseNeuron != null) {
+ // foreach (Cluster sibling in Cluster_Drawer.currentClusterView.selectedSynapseNeuron.parent.instances) {
+ // Neuron siblingNeuron = sibling.GetNeuron(Cluster_Drawer.currentClusterView.selectedSynapseNeuron.name);
+ // Vector3 worldVector = gameObject.transform.TransformVector(siblingNeuron.outputValue);
+ // Handles.DrawLine(gameObject.transform.position, gameObject.transform.position + worldVector);
+ // }
+ // }
+ // else {
+ // if (Cluster_Drawer.currentClusterView.currentNucleus is Neuron currentNeuron) {
+ // Vector3 worldVector = gameObject.transform.TransformVector(currentNeuron.outputValue);
+ // Handles.DrawLine(gameObject.transform.position, gameObject.transform.position + worldVector);
+ // }
+ // }
}
}
diff --git a/Runtime/Scripts/Core/Neuron.cs b/Runtime/Scripts/Core/Neuron.cs
index 82b3141..c8a74e3 100644
--- a/Runtime/Scripts/Core/Neuron.cs
+++ b/Runtime/Scripts/Core/Neuron.cs
@@ -6,7 +6,8 @@ using Unity.Mathematics;
using static Unity.Mathematics.math;
#endif
-namespace NanoBrain {
+namespace NanoBrain
+{
///
/// A neuron is a basic Nucleus
@@ -21,17 +22,20 @@ namespace NanoBrain {
/// Each connection has a weight which is used to multiply the output of that other neuron
/// before it is used by the combinator.
[Serializable]
- public class Neuron : Nucleus {
+ public class Neuron : Nucleus
+ {
///
/// Create a new Neuron in a Cluster instance
///
/// The parent cluster in which the new Neuron should be created
/// The name of the new Neuron
- public Neuron(Cluster parent, string name) {
+ public Neuron(Cluster parent, string name)
+ {
this.parent = parent;
this.name = name;
- if (this.parent != null) {
+ if (this.parent != null)
+ {
this.parent.nuclei ??= new();
this.parent.nuclei.Add(this);
}
@@ -63,7 +67,8 @@ namespace NanoBrain {
/// The weight applied to the input. Default value = 1
/// The created Synapse
/// This will add a new input to this nucleus with the given weight.
- public Synapse AddSynapse(Neuron sendingNucleus, float weight = 1) {
+ public Synapse AddSynapse(Neuron sendingNucleus, float weight = 1)
+ {
Synapse synapse = new(sendingNucleus, weight);
this.synapses.Add(synapse);
return synapse;
@@ -74,7 +79,8 @@ namespace NanoBrain {
///
/// The sender of the input to the Synapse
/// The found Synapse or null when the sender has no synapse to this nucleus.
- public Synapse GetSynapse(Nucleus sender) {
+ public Synapse GetSynapse(Nucleus sender)
+ {
foreach (Synapse synapse in this.synapses)
if (synapse.neuron == sender)
return synapse;
@@ -85,7 +91,8 @@ namespace NanoBrain {
/// Remove a synapse from a Nucleus
///
/// Remote the synapse connecting to this Nucleus
- public void RemoveSynapse(Nucleus sendingNucleus) {
+ public void RemoveSynapse(Nucleus sendingNucleus)
+ {
this.synapses.RemoveAll(synapse => synapse.neuron == sendingNucleus);
}
@@ -95,7 +102,8 @@ namespace NanoBrain {
/// Set the bias, recalculate the output and update all Nuclei receiving from this Nucleus
///
///
- public virtual void SetBias(Vector3 inputValue) {
+ public virtual void SetBias(Vector3 inputValue)
+ {
this.bias = inputValue;
this.lastUpdate = Time.time;
this.parent?.UpdateFromNucleus(this);
@@ -105,7 +113,8 @@ namespace NanoBrain {
/// The type of combinators
///
/// A combinator combines the weighted values of the synapses to a single value
- public enum CombinatorType {
+ public enum CombinatorType
+ {
/// Add the weighted values together
Sum,
/// Multiply the weighted values
@@ -120,7 +129,8 @@ namespace NanoBrain {
///
/// The type of
///
- public enum ActivationType {
+ public enum ActivationType
+ {
Linear,
Power,
Sqrt,
@@ -139,9 +149,11 @@ namespace NanoBrain {
///
/// The activation funtion
///
- public ActivationType activator {
+ public ActivationType activator
+ {
get { return _activator; }
- set {
+ set
+ {
_activator = value;
//this.curve = GenerateCurve();
}
@@ -159,9 +171,11 @@ namespace NanoBrain {
///
/// The output value of the neuron
///
- public virtual float3 outputValue {
+ public virtual float3 outputValue
+ {
get { return _outputValue; }
- set {
+ set
+ {
_outputValue = value;
if (this.isFiring)
WhenFiring?.Invoke();
@@ -224,8 +238,10 @@ namespace NanoBrain {
/// 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) {
+ public void SleepCheck()
+ {
+ if (this.isSleeping && this.outputSqrMagnitude > 0)
+ {
#if UNITY_MATHEMATICS
this._outputValue = new float3(0, 0, 0);
#else
@@ -251,8 +267,10 @@ namespace NanoBrain {
public bool breakOnUpdate = false;
/// \copydoc NanoBrain::Nucleus::ShallowCloneTo
- public override Nucleus ShallowCloneTo(Cluster parent) {
- Neuron clone = new(parent, this.name) {
+ public override Nucleus ShallowCloneTo(Cluster parent)
+ {
+ Neuron clone = new(parent, this.name)
+ {
// prefabNucleus = this
};
CloneFields(clone);
@@ -263,7 +281,8 @@ namespace NanoBrain {
/// Copy relevant fields of this neuron to the given neuron
///
///
- protected virtual void CloneFields(Neuron clone) {
+ protected virtual void CloneFields(Neuron clone)
+ {
clone.bias = this.bias;
clone.persistOutput = this.persistOutput;
clone.combinator = this.combinator;
@@ -275,34 +294,45 @@ namespace NanoBrain {
/// Delete the give neuron
///
/// The neuron to delete
- public static void Delete(Nucleus nucleus) {
+ public static void Delete(Nucleus nucleus)
+ {
if (nucleus == null)
return;
- if (nucleus is Neuron neuron) {
- foreach (Synapse synapse in neuron.synapses) {
- if (synapse.neuron is Neuron synapse_nucleus) {
- if (synapse_nucleus.receivers.Count > 1) {
+ if (nucleus is Neuron neuron)
+ {
+ foreach (Synapse synapse in neuron.synapses)
+ {
+ if (synapse.neuron is Neuron synapse_nucleus)
+ {
+ if (synapse_nucleus.receivers.Count > 1)
+ {
// there is another nucleus feeding into this input nucleus
synapse_nucleus.receivers.RemoveAll(r => r == nucleus);
}
- else {
+ else
+ {
// No other links, delete it.
Neuron.Delete(synapse_nucleus);
}
}
}
- foreach (Nucleus receiver in neuron.receivers) {
+ foreach (Nucleus receiver in neuron.receivers)
+ {
if (receiver is not Neuron receiverNeuron)
continue;
if (receiver != null && receiverNeuron.synapses != null)
receiverNeuron.synapses.RemoveAll(s => s.neuron == nucleus);
}
}
- else if (nucleus is Cluster cluster) {
+ else if (nucleus is Cluster cluster)
+ {
// remove all receivers for this cluster
- foreach (Nucleus clusterNucleus in cluster.nuclei) {
- if (clusterNucleus is Neuron output) {
- foreach (Nucleus receiver in output.receivers) {
+ foreach (Nucleus clusterNucleus in cluster.nuclei)
+ {
+ if (clusterNucleus is Neuron output)
+ {
+ foreach (Nucleus receiver in output.receivers)
+ {
if (receiver is not Neuron receiverNeuron)
continue;
receiverNeuron.synapses.RemoveAll(s => s.neuron == output);
@@ -311,15 +341,18 @@ namespace NanoBrain {
}
}
- if (nucleus.parent.prefab != null) {
+ if (nucleus.parent.prefab != null)
+ {
nucleus.parent.nuclei.RemoveAll(n => n == nucleus);
nucleus.parent.RefreshOutputs();
}
}
/// \copydoc NanoBrain::Nucleus::UpdateStateIsolated
- public override void UpdateStateIsolated() {
- if (breakOnUpdate) {
+ public override void UpdateStateIsolated()
+ {
+ if (breakOnUpdate)
+ {
Debug.Break();
}
var combination = Combinator(this.bias, this.synapses);
@@ -337,8 +370,10 @@ namespace NanoBrain {
/// The bias of the neuron
/// The synapses of the neuron
///
- protected float3 Combinator(float3 bias, List synapses) {
- switch (combinator) {
+ protected float3 Combinator(float3 bias, List synapses)
+ {
+ switch (combinator)
+ {
case CombinatorType.Sum:
return CombinatorSum(bias, synapses);
case CombinatorType.Product:
@@ -354,9 +389,11 @@ namespace NanoBrain {
/// The bias of the neuron
/// The synapses of the neuron
///
- public static float3 CombinatorSum(float3 bias, List synapses) {
+ public static float3 CombinatorSum(float3 bias, List synapses)
+ {
float3 sum = bias;
- foreach (Synapse synapse in synapses) {
+ foreach (Synapse synapse in synapses)
+ {
synapse.neuron.SleepCheck();
sum += synapse.weight * synapse.neuron.outputValue;
}
@@ -369,9 +406,11 @@ namespace NanoBrain {
/// The bias of the neuron
/// The synapses of the neuron
/// The result of the multiplication
- public static float3 CombinatorProduct(float3 bias, List synapses) {
+ public static float3 CombinatorProduct(float3 bias, List synapses)
+ {
float3 product = bias;
- foreach (Synapse synapse in synapses) {
+ foreach (Synapse synapse in synapses)
+ {
synapse.neuron.SleepCheck();
product *= synapse.weight * synapse.neuron.outputValue;
}
@@ -437,8 +476,10 @@ namespace NanoBrain {
///
/// The result of applying the activation function
// This does not allocate memory and seems faster than a switch expression
- protected float3 Activator(float3 inputValue) {
- switch (activator) {
+ protected float3 Activator(float3 inputValue)
+ {
+ switch (activator)
+ {
case ActivationType.Linear:
return ActivatorLinear(inputValue);
case ActivationType.Sqrt:
@@ -463,7 +504,8 @@ namespace NanoBrain {
///
/// Input value
/// The unchanged value
- protected float3 ActivatorLinear(float3 input) {
+ protected float3 ActivatorLinear(float3 input)
+ {
return input;
}
@@ -472,7 +514,8 @@ namespace NanoBrain {
///
/// Input value
/// The square root of the input
- protected float3 ActivatorSqrt(float3 input) {
+ protected float3 ActivatorSqrt(float3 input)
+ {
float3 result = normalize(input) * MathF.Sqrt(length(input));
return result;
}
@@ -482,7 +525,8 @@ namespace NanoBrain {
///
/// Input value
/// The input to the power of 2
- protected float3 ActivatorPower(float3 input) {
+ protected float3 ActivatorPower(float3 input)
+ {
float3 result = normalize(input) * MathF.Pow(length(input), 2);
return result;
}
@@ -492,7 +536,8 @@ namespace NanoBrain {
///
/// Input value
/// 1/input value
- protected float3 ActivatorReciprocal(float3 input) {
+ protected float3 ActivatorReciprocal(float3 input)
+ {
float magnitude = length(input);
if (magnitude == 0)
return new float3(0, 0, 0);
@@ -506,7 +551,8 @@ namespace NanoBrain {
///
/// Input value
/// Tanh(input value)
- protected float3 ActivatorTanh(float3 input) {
+ protected float3 ActivatorTanh(float3 input)
+ {
float magnitude = length(input);
float3 result = normalize(input) * MathF.Tanh(magnitude);
return result;
@@ -516,7 +562,8 @@ namespace NanoBrain {
///
/// Input value
/// An uniform vector with magnitude between 0 and 1
- protected float3 ActivatorBinary(float3 input) {
+ protected float3 ActivatorBinary(float3 input)
+ {
float magnitude = length(input);
float value = Mathf.Clamp01(magnitude);
return float3(value, value, value);
@@ -527,7 +574,8 @@ namespace NanoBrain {
///
/// Input value
/// The normalized vector
- protected float3 ActivatorNormalized(float3 input) {
+ protected float3 ActivatorNormalized(float3 input)
+ {
if (lengthsq(input) == 0)
return input;
float3 result = normalize(input);
@@ -613,7 +661,8 @@ namespace NanoBrain {
///
/// The nuclei which have a synapse to this neuron
///
- public virtual List receivers {
+ public virtual List receivers
+ {
get { return _receivers; }
set { _receivers = value; }
}
@@ -623,7 +672,8 @@ namespace NanoBrain {
///
/// The receiver to add
/// The weight to use for the synapse to his neuron
- public virtual void AddReceiver(Nucleus receiverToAdd, float weight = 1) {
+ public virtual void AddReceiver(Nucleus receiverToAdd, float weight = 1)
+ {
if (receiverToAdd is not Neuron receiverNeuron)
return;
this._receivers.Add(receiverNeuron);
@@ -636,7 +686,8 @@ namespace NanoBrain {
/// Remove a receiver to this neuron
///
/// The receiver to remove
- public virtual void RemoveReceiver(Nucleus receiverToRemove) {
+ public virtual void RemoveReceiver(Nucleus receiverToRemove)
+ {
if (receiverToRemove is not Neuron receiverNeuron)
return;
this._receivers.RemoveAll(receiver => receiver == receiverNeuron);
@@ -652,11 +703,37 @@ namespace NanoBrain {
#endregion Receivers
+ #region Back propagation
+
+ public void BackPropagation(Synapse synapse, Vector3 error, float learningRate)
+ {
+ // Loss function:
+ // Mean Squared Error (MSE) 1/n * sum(errors^2)
+ // We use simplified here 1/2 * (error^2)
+ // For vectors, we need to use MSE component wise.
+ Vector3 loss = 0.5f * Vector3.Scale(error, error);
+
+ // loss is a derivative of error
+ // Backpropagation = loss * d(combinator)
+
+ // Assuming linear activation function.
+ // Derivative of this (f'()) would be 1.
+ Vector3 delta2 = loss * 1;
+
+ Vector3 scaledOutput = Vector3.Scale(delta2, synapse.neuron.outputValue);
+ float deltaWeight = Mathf.Abs(scaledOutput.x) + Mathf.Abs(scaledOutput.y) + Mathf.Abs(scaledOutput.z);
+ synapse.weight += learningRate * deltaWeight;
+ Debug.Log($"Updated weight: {error.magnitude} {error} {scaledOutput} {synapse.weight}");
+ }
+
+ #endregion Back propagation
+
///
/// Process an external stimulus
///
/// The value of the stimulus
- public virtual void ProcessStimulus(Vector3 inputValue) {
+ public virtual void ProcessStimulus(Vector3 inputValue)
+ {
this.lastUpdate = Time.time;
this.bias = inputValue;
this.parent?.UpdateFromNucleus(this);