Moved back prop. to neuron
This commit is contained in:
parent
0dfc3bec97
commit
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@ -150,20 +150,20 @@ namespace NanoBrain.Unity {
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else if (selectedTarget is GameObject g)
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gameObject = g;
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Handles.color = Color.yellow;
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if (Cluster_Drawer.currentClusterView.selectedSynapseNeuron != null) {
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foreach (Cluster sibling in Cluster_Drawer.currentClusterView.selectedSynapseNeuron.parent.instances) {
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Neuron siblingNeuron = sibling.GetNeuron(Cluster_Drawer.currentClusterView.selectedSynapseNeuron.name);
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Vector3 worldVector = gameObject.transform.TransformVector(siblingNeuron.outputValue);
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Handles.DrawLine(gameObject.transform.position, gameObject.transform.position + worldVector);
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}
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}
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else {
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if (Cluster_Drawer.currentClusterView.currentNucleus is Neuron currentNeuron) {
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Vector3 worldVector = gameObject.transform.TransformVector(currentNeuron.outputValue);
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Handles.DrawLine(gameObject.transform.position, gameObject.transform.position + worldVector);
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}
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}
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// Handles.color = Color.yellow;
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// if (Cluster_Drawer.currentClusterView.selectedSynapseNeuron != null) {
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// foreach (Cluster sibling in Cluster_Drawer.currentClusterView.selectedSynapseNeuron.parent.instances) {
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// Neuron siblingNeuron = sibling.GetNeuron(Cluster_Drawer.currentClusterView.selectedSynapseNeuron.name);
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// Vector3 worldVector = gameObject.transform.TransformVector(siblingNeuron.outputValue);
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// Handles.DrawLine(gameObject.transform.position, gameObject.transform.position + worldVector);
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// }
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// }
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// else {
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// if (Cluster_Drawer.currentClusterView.currentNucleus is Neuron currentNeuron) {
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// Vector3 worldVector = gameObject.transform.TransformVector(currentNeuron.outputValue);
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// Handles.DrawLine(gameObject.transform.position, gameObject.transform.position + worldVector);
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// }
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// }
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}
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}
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@ -6,7 +6,8 @@ using Unity.Mathematics;
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using static Unity.Mathematics.math;
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#endif
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namespace NanoBrain {
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namespace NanoBrain
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{
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/// <summary>
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/// A neuron is a basic Nucleus
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@ -21,17 +22,20 @@ namespace NanoBrain {
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/// Each connection has a weight which is used to multiply the output of that other neuron
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/// before it is used by the combinator.
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[Serializable]
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public class Neuron : Nucleus {
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public class Neuron : Nucleus
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{
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/// <summary>
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/// Create a new Neuron in a Cluster instance
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/// </summary>
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/// <param name="parent">The parent cluster in which the new Neuron should be created</param>
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/// <param name="name">The name of the new Neuron</param>
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public Neuron(Cluster parent, string name) {
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public Neuron(Cluster parent, string name)
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{
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this.parent = parent;
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this.name = name;
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if (this.parent != null) {
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if (this.parent != null)
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{
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this.parent.nuclei ??= new();
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this.parent.nuclei.Add(this);
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}
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@ -63,7 +67,8 @@ namespace NanoBrain {
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/// <param name="weight">The weight applied to the input. Default value = 1</param>
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/// <returns>The created Synapse</returns>
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/// This will add a new input to this nucleus with the given weight.
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public Synapse AddSynapse(Neuron sendingNucleus, float weight = 1) {
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public Synapse AddSynapse(Neuron sendingNucleus, float weight = 1)
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{
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Synapse synapse = new(sendingNucleus, weight);
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this.synapses.Add(synapse);
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return synapse;
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@ -74,7 +79,8 @@ namespace NanoBrain {
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/// </summary>
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/// <param name="sender">The sender of the input to the Synapse</param>
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/// <returns>The found Synapse or null when the sender has no synapse to this nucleus.</returns>
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public Synapse GetSynapse(Nucleus sender) {
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public Synapse GetSynapse(Nucleus sender)
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{
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foreach (Synapse synapse in this.synapses)
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if (synapse.neuron == sender)
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return synapse;
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@ -85,7 +91,8 @@ namespace NanoBrain {
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/// Remove a synapse from a Nucleus
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/// </summary>
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/// <param name="sendingNucleus">Remote the synapse connecting to this Nucleus</param>
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public void RemoveSynapse(Nucleus sendingNucleus) {
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public void RemoveSynapse(Nucleus sendingNucleus)
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{
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this.synapses.RemoveAll(synapse => synapse.neuron == sendingNucleus);
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}
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@ -95,7 +102,8 @@ namespace NanoBrain {
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/// Set the bias, recalculate the output and update all Nuclei receiving from this Nucleus
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/// </summary>
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/// <param name="inputValue"></param>
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public virtual void SetBias(Vector3 inputValue) {
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public virtual void SetBias(Vector3 inputValue)
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{
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this.bias = inputValue;
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this.lastUpdate = Time.time;
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this.parent?.UpdateFromNucleus(this);
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@ -105,7 +113,8 @@ namespace NanoBrain {
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/// The type of combinators
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/// </summary>
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/// A combinator combines the weighted values of the synapses to a single value
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public enum CombinatorType {
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public enum CombinatorType
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{
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/// Add the weighted values together
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Sum,
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/// Multiply the weighted values
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@ -120,7 +129,8 @@ namespace NanoBrain {
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/// <summary>
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/// The type of
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/// </summary>
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public enum ActivationType {
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public enum ActivationType
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{
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Linear,
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Power,
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Sqrt,
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@ -139,9 +149,11 @@ namespace NanoBrain {
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/// <summary>
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/// The activation funtion
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/// </summary>
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public ActivationType activator {
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public ActivationType activator
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{
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get { return _activator; }
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set {
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set
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{
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_activator = value;
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//this.curve = GenerateCurve();
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}
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@ -159,9 +171,11 @@ namespace NanoBrain {
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/// <summary>
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/// The output value of the neuron
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/// </summary>
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public virtual float3 outputValue {
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public virtual float3 outputValue
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{
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get { return _outputValue; }
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set {
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set
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{
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_outputValue = value;
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if (this.isFiring)
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WhenFiring?.Invoke();
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@ -224,8 +238,10 @@ namespace NanoBrain {
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/// Check if the neuron is sleeping.
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/// </summary>
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/// This will reset the output value if it is sleeping
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public void SleepCheck() {
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if (this.isSleeping && this.outputSqrMagnitude > 0) {
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public void SleepCheck()
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{
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if (this.isSleeping && this.outputSqrMagnitude > 0)
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{
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#if UNITY_MATHEMATICS
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this._outputValue = new float3(0, 0, 0);
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#else
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@ -251,8 +267,10 @@ namespace NanoBrain {
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public bool breakOnUpdate = false;
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/// \copydoc NanoBrain::Nucleus::ShallowCloneTo
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public override Nucleus ShallowCloneTo(Cluster parent) {
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Neuron clone = new(parent, this.name) {
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public override Nucleus ShallowCloneTo(Cluster parent)
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{
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Neuron clone = new(parent, this.name)
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{
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// prefabNucleus = this
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};
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CloneFields(clone);
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@ -263,7 +281,8 @@ namespace NanoBrain {
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/// Copy relevant fields of this neuron to the given neuron
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/// </summary>
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/// <param name="clone"></param>
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protected virtual void CloneFields(Neuron clone) {
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protected virtual void CloneFields(Neuron clone)
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{
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clone.bias = this.bias;
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clone.persistOutput = this.persistOutput;
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clone.combinator = this.combinator;
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@ -275,34 +294,45 @@ namespace NanoBrain {
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/// Delete the give neuron
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/// </summary>
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/// <param name="nucleus">The neuron to delete</param>
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public static void Delete(Nucleus nucleus) {
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public static void Delete(Nucleus nucleus)
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{
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if (nucleus == null)
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return;
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if (nucleus is Neuron neuron) {
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foreach (Synapse synapse in neuron.synapses) {
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if (synapse.neuron is Neuron synapse_nucleus) {
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if (synapse_nucleus.receivers.Count > 1) {
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if (nucleus is Neuron neuron)
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{
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foreach (Synapse synapse in neuron.synapses)
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{
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if (synapse.neuron is Neuron synapse_nucleus)
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{
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if (synapse_nucleus.receivers.Count > 1)
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{
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// there is another nucleus feeding into this input nucleus
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synapse_nucleus.receivers.RemoveAll(r => r == nucleus);
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}
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else {
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else
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{
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// No other links, delete it.
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Neuron.Delete(synapse_nucleus);
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}
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}
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}
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foreach (Nucleus receiver in neuron.receivers) {
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foreach (Nucleus receiver in neuron.receivers)
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{
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if (receiver is not Neuron receiverNeuron)
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continue;
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if (receiver != null && receiverNeuron.synapses != null)
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receiverNeuron.synapses.RemoveAll(s => s.neuron == nucleus);
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}
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}
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else if (nucleus is Cluster cluster) {
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else if (nucleus is Cluster cluster)
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{
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// remove all receivers for this cluster
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foreach (Nucleus clusterNucleus in cluster.nuclei) {
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if (clusterNucleus is Neuron output) {
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foreach (Nucleus receiver in output.receivers) {
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foreach (Nucleus clusterNucleus in cluster.nuclei)
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{
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if (clusterNucleus is Neuron output)
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{
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foreach (Nucleus receiver in output.receivers)
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{
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if (receiver is not Neuron receiverNeuron)
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continue;
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receiverNeuron.synapses.RemoveAll(s => s.neuron == output);
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@ -311,15 +341,18 @@ namespace NanoBrain {
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}
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}
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if (nucleus.parent.prefab != null) {
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if (nucleus.parent.prefab != null)
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{
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nucleus.parent.nuclei.RemoveAll(n => n == nucleus);
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nucleus.parent.RefreshOutputs();
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}
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}
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/// \copydoc NanoBrain::Nucleus::UpdateStateIsolated
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public override void UpdateStateIsolated() {
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if (breakOnUpdate) {
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public override void UpdateStateIsolated()
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{
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if (breakOnUpdate)
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{
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Debug.Break();
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}
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var combination = Combinator(this.bias, this.synapses);
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@ -337,8 +370,10 @@ namespace NanoBrain {
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/// <param name="bias">The bias of the neuron</param>
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/// <param name="synapses">The synapses of the neuron</param>
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/// <returns></returns>
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protected float3 Combinator(float3 bias, List<Synapse> synapses) {
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switch (combinator) {
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protected float3 Combinator(float3 bias, List<Synapse> synapses)
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{
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switch (combinator)
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{
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case CombinatorType.Sum:
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return CombinatorSum(bias, synapses);
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case CombinatorType.Product:
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@ -354,9 +389,11 @@ namespace NanoBrain {
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/// <param name="bias">The bias of the neuron</param>
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/// <param name="synapses">The synapses of the neuron</param>
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/// <returns></returns>
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public static float3 CombinatorSum(float3 bias, List<Synapse> synapses) {
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public static float3 CombinatorSum(float3 bias, List<Synapse> synapses)
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{
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float3 sum = bias;
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foreach (Synapse synapse in synapses) {
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foreach (Synapse synapse in synapses)
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{
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synapse.neuron.SleepCheck();
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sum += synapse.weight * synapse.neuron.outputValue;
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}
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@ -369,9 +406,11 @@ namespace NanoBrain {
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/// <param name="bias">The bias of the neuron</param>
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/// <param name="synapses">The synapses of the neuron</param>
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/// <returns>The result of the multiplication</returns>
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public static float3 CombinatorProduct(float3 bias, List<Synapse> synapses) {
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public static float3 CombinatorProduct(float3 bias, List<Synapse> synapses)
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{
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float3 product = bias;
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foreach (Synapse synapse in synapses) {
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foreach (Synapse synapse in synapses)
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{
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synapse.neuron.SleepCheck();
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product *= synapse.weight * synapse.neuron.outputValue;
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}
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@ -437,8 +476,10 @@ namespace NanoBrain {
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/// <param name="inputValue"></param>
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/// <returns>The result of applying the activation function</returns>
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// This does not allocate memory and seems faster than a switch expression
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protected float3 Activator(float3 inputValue) {
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switch (activator) {
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protected float3 Activator(float3 inputValue)
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{
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switch (activator)
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{
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case ActivationType.Linear:
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return ActivatorLinear(inputValue);
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case ActivationType.Sqrt:
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@ -463,7 +504,8 @@ namespace NanoBrain {
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/// </summary>
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/// <param name="input">Input value</param>
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/// <returns>The unchanged value</returns>
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protected float3 ActivatorLinear(float3 input) {
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protected float3 ActivatorLinear(float3 input)
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{
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return input;
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}
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@ -472,7 +514,8 @@ namespace NanoBrain {
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/// </summary>
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/// <param name="input">Input value</param>
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/// <returns>The square root of the input</returns>
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protected float3 ActivatorSqrt(float3 input) {
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protected float3 ActivatorSqrt(float3 input)
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{
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float3 result = normalize(input) * MathF.Sqrt(length(input));
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return result;
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}
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@ -482,7 +525,8 @@ namespace NanoBrain {
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/// </summary>
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/// <param name="input">Input value</param>
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/// <returns>The input to the power of 2</returns>
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protected float3 ActivatorPower(float3 input) {
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protected float3 ActivatorPower(float3 input)
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{
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float3 result = normalize(input) * MathF.Pow(length(input), 2);
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return result;
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}
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@ -492,7 +536,8 @@ namespace NanoBrain {
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/// </summary>
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/// <param name="input">Input value</param>
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/// <returns>1/input value</returns>
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protected float3 ActivatorReciprocal(float3 input) {
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protected float3 ActivatorReciprocal(float3 input)
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{
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float magnitude = length(input);
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if (magnitude == 0)
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return new float3(0, 0, 0);
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@ -506,7 +551,8 @@ namespace NanoBrain {
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/// </summary>
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/// <param name="input">Input value</param>
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/// <returns>Tanh(input value)</returns>
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protected float3 ActivatorTanh(float3 input) {
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protected float3 ActivatorTanh(float3 input)
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{
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float magnitude = length(input);
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float3 result = normalize(input) * MathF.Tanh(magnitude);
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return result;
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@ -516,7 +562,8 @@ namespace NanoBrain {
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/// </summary>
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/// <param name="input">Input value</param>
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/// <returns>An uniform vector with magnitude between 0 and 1</returns>
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protected float3 ActivatorBinary(float3 input) {
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protected float3 ActivatorBinary(float3 input)
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{
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float magnitude = length(input);
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float value = Mathf.Clamp01(magnitude);
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return float3(value, value, value);
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@ -527,7 +574,8 @@ namespace NanoBrain {
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/// </summary>
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/// <param name="input">Input value</param>
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/// <returns>The normalized vector</returns>
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protected float3 ActivatorNormalized(float3 input) {
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protected float3 ActivatorNormalized(float3 input)
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{
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if (lengthsq(input) == 0)
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return input;
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float3 result = normalize(input);
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@ -613,7 +661,8 @@ namespace NanoBrain {
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/// <summary>
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/// The nuclei which have a synapse to this neuron
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/// </summary>
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public virtual List<Nucleus> receivers {
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public virtual List<Nucleus> receivers
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{
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get { return _receivers; }
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set { _receivers = value; }
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}
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@ -623,7 +672,8 @@ namespace NanoBrain {
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/// </summary>
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/// <param name="receiverToAdd">The receiver to add</param>
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/// <param name="weight">The weight to use for the synapse to his neuron</param>
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public virtual void AddReceiver(Nucleus receiverToAdd, float weight = 1) {
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public virtual void AddReceiver(Nucleus receiverToAdd, float weight = 1)
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{
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if (receiverToAdd is not Neuron receiverNeuron)
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return;
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this._receivers.Add(receiverNeuron);
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@ -636,7 +686,8 @@ namespace NanoBrain {
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/// Remove a receiver to this neuron
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/// </summary>
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/// <param name="receiverToRemove">The receiver to remove</param>
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public virtual void RemoveReceiver(Nucleus receiverToRemove) {
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public virtual void RemoveReceiver(Nucleus receiverToRemove)
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{
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if (receiverToRemove is not Neuron receiverNeuron)
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return;
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this._receivers.RemoveAll(receiver => receiver == receiverNeuron);
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@ -652,11 +703,37 @@ namespace NanoBrain {
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#endregion Receivers
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#region Back propagation
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public void BackPropagation(Synapse synapse, Vector3 error, float learningRate)
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{
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// Loss function:
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// Mean Squared Error (MSE) 1/n * sum(errors^2)
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// We use simplified here 1/2 * (error^2)
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// For vectors, we need to use MSE component wise.
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Vector3 loss = 0.5f * Vector3.Scale(error, error);
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// loss is a derivative of error
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// Backpropagation = loss * d(combinator)
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// Assuming linear activation function.
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// Derivative of this (f'()) would be 1.
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Vector3 delta2 = loss * 1;
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Vector3 scaledOutput = Vector3.Scale(delta2, synapse.neuron.outputValue);
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float deltaWeight = Mathf.Abs(scaledOutput.x) + Mathf.Abs(scaledOutput.y) + Mathf.Abs(scaledOutput.z);
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synapse.weight += learningRate * deltaWeight;
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Debug.Log($"Updated weight: {error.magnitude} {error} {scaledOutput} {synapse.weight}");
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}
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#endregion Back propagation
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/// <summary>
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/// Process an external stimulus
|
||||
/// </summary>
|
||||
/// <param name="inputValue">The value of the stimulus</param>
|
||||
public virtual void ProcessStimulus(Vector3 inputValue) {
|
||||
public virtual void ProcessStimulus(Vector3 inputValue)
|
||||
{
|
||||
this.lastUpdate = Time.time;
|
||||
this.bias = inputValue;
|
||||
this.parent?.UpdateFromNucleus(this);
|
||||
|
||||
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Reference in New Issue
Block a user