Reorganizing the package and added documentation
1
.gitignore
vendored
Normal file
@ -0,0 +1 @@
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doxygen
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116
ClusterPrefab.cs
@ -1,116 +0,0 @@
|
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using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[CreateAssetMenu(menuName = "Passer/Cluster")]
|
||||
public class ClusterPrefab : ScriptableObject {
|
||||
// The ScriptableObject asset from which the runtime object has been created
|
||||
|
||||
[SerializeReference]
|
||||
public List<Nucleus> nuclei = new();
|
||||
|
||||
|
||||
public virtual Nucleus output => this.nuclei[0] as Nucleus;
|
||||
|
||||
public List<Nucleus> _inputs = null;
|
||||
public virtual List<Nucleus> inputs {
|
||||
get {
|
||||
if (this._inputs == null) {
|
||||
this._inputs = new();
|
||||
foreach (Nucleus receptor in this.nuclei) {
|
||||
if (receptor is Nucleus nucleus) {
|
||||
// inputs have no incoming synapses yet.
|
||||
if (nucleus.synapses.Count == 0)
|
||||
this._inputs.Add(nucleus);
|
||||
}
|
||||
}
|
||||
}
|
||||
return this._inputs;
|
||||
}
|
||||
}
|
||||
private List<Nucleus> _outputs = null;
|
||||
public List<Nucleus> outputs {
|
||||
get {
|
||||
if (this._outputs == null)
|
||||
RefreshOutputs();
|
||||
return this._outputs;
|
||||
}
|
||||
}
|
||||
public void RefreshOutputs() {
|
||||
this._outputs = new();
|
||||
foreach (Nucleus nucleus in this.nuclei) {
|
||||
if (nucleus is Neuron neuron && neuron.receivers.Count == 0)
|
||||
this._outputs.Add(nucleus);
|
||||
}
|
||||
}
|
||||
|
||||
public Nucleus GetNucleus(string nucleusName) {
|
||||
foreach (Nucleus nucleus in this.nuclei) {
|
||||
if (nucleus.name == nucleusName)
|
||||
return nucleus;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
// Call this function to ensure that there is at least one nucleus
|
||||
// This is an invariant and should be ensured before the nucleus is used
|
||||
// because output requires it.
|
||||
public void EnsureInitialization() {
|
||||
nuclei ??= new List<Nucleus>();
|
||||
if (nuclei.Count == 0)
|
||||
new Neuron(this, "Output"); // Every cluster should have at least 1 neuron
|
||||
}
|
||||
|
||||
public void GarbageCollection() {
|
||||
HashSet<Nucleus> visitedNuclei = new();
|
||||
foreach (Nucleus output in this.outputs)
|
||||
MarkNuclei(visitedNuclei, output);
|
||||
//Debug.Log($"Garbage collection found {visitedNuclei.Count} Nuclei");
|
||||
this.nuclei.RemoveAll(nucleus => visitedNuclei.Contains(nucleus) == false);
|
||||
}
|
||||
|
||||
public void MarkNuclei(HashSet<Nucleus> visitedNuclei, Nucleus nucleus) {
|
||||
if (nucleus is null)
|
||||
return;
|
||||
|
||||
if (nucleus.parent != null && nucleus.parent.prefab != this)
|
||||
visitedNuclei.Add(nucleus.parent);
|
||||
else
|
||||
visitedNuclei.Add(nucleus);
|
||||
if (nucleus.synapses != null) {
|
||||
HashSet<Synapse> visitedSynapses = new();
|
||||
foreach (Synapse synapse in nucleus.synapses) {
|
||||
if (synapse != null && synapse.neuron != null) {
|
||||
visitedSynapses.Add(synapse);
|
||||
if (synapse.neuron is Nucleus synapse_nucleus)
|
||||
MarkNuclei(visitedNuclei, synapse_nucleus);
|
||||
}
|
||||
}
|
||||
nucleus.synapses.RemoveAll(synapse => visitedSynapses.Contains(synapse) == false);
|
||||
}
|
||||
if (nucleus is Neuron neuron && neuron.receivers != null) {
|
||||
HashSet<Nucleus> visitedReceivers = new();
|
||||
foreach (Nucleus receiver in neuron.receivers) {
|
||||
if (receiver != null && receiver != null) {
|
||||
visitedReceivers.Add(receiver);
|
||||
visitedNuclei.Add(receiver);
|
||||
}
|
||||
}
|
||||
neuron.receivers.RemoveAll(receiver => visitedReceivers.Contains(receiver) == false);
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void UpdateNuclei() {
|
||||
foreach (Nucleus nucleus in this.nuclei)
|
||||
nucleus.UpdateNuclei();
|
||||
}
|
||||
|
||||
public int GetNucleusIndex(Nucleus receiver) {
|
||||
int ix = 0;
|
||||
foreach (Nucleus nucleus in this.nuclei) {
|
||||
if (receiver == nucleus)
|
||||
return ix;
|
||||
ix++;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 60a957541c24c57e78018c202ebb1d9b
|
||||
@ -3,22 +3,24 @@ using UnityEditor;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
// Simple DAG data model
|
||||
[System.Serializable]
|
||||
public class DagNode {
|
||||
namespace NanoBrain {
|
||||
|
||||
// Simple DAG data model
|
||||
[System.Serializable]
|
||||
public class DagNode {
|
||||
public int id;
|
||||
public string title;
|
||||
public Vector2 position;
|
||||
public float radius = 20f; // circle radius
|
||||
}
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class DagEdge {
|
||||
[System.Serializable]
|
||||
public class DagEdge {
|
||||
public int fromId;
|
||||
public int toId;
|
||||
}
|
||||
}
|
||||
|
||||
public class BrainEditorWindow : EditorWindow {
|
||||
public class BrainEditorWindow : EditorWindow {
|
||||
readonly List<DagNode> nodes = new();
|
||||
readonly List<DagEdge> edges = new();
|
||||
|
||||
@ -362,4 +364,6 @@ public class BrainEditorWindow : EditorWindow {
|
||||
return -1;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@ -3,7 +3,9 @@ using UnityEngine;
|
||||
using System;
|
||||
using System.Linq;
|
||||
|
||||
public class ClusterPickerWindow : EditorWindow {
|
||||
namespace NanoBrain {
|
||||
|
||||
public class ClusterPickerWindow : EditorWindow {
|
||||
private Vector2 scroll;
|
||||
private ClusterPrefab[] items = new ClusterPrefab[0];
|
||||
private Action<ClusterPrefab> onPicked;
|
||||
@ -63,4 +65,6 @@ public class ClusterPickerWindow : EditorWindow {
|
||||
GUILayout.FlexibleSpace();
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@ -4,13 +4,11 @@ using UnityEditor;
|
||||
|
||||
using UnityEngine;
|
||||
using UnityEngine.UIElements;
|
||||
// #if UNITY_MATHEMATICS
|
||||
// using Unity.Mathematics;
|
||||
// using static Unity.Mathematics.math;
|
||||
// #endif
|
||||
|
||||
[CustomEditor(typeof(ClusterPrefab))]
|
||||
public class ClusterInspector : Editor {
|
||||
namespace NanoBrain {
|
||||
|
||||
[CustomEditor(typeof(ClusterPrefab))]
|
||||
public class ClusterInspector : Editor {
|
||||
protected static VisualElement mainContainer;
|
||||
protected static VisualElement inspectorContainer;
|
||||
|
||||
@ -1094,9 +1092,11 @@ public class ClusterInspector : Editor {
|
||||
|
||||
#endregion Start
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public class NeuroidLayer {
|
||||
public class NeuroidLayer {
|
||||
public int ix = 0;
|
||||
public List<Nucleus> neuroids = new();
|
||||
}
|
||||
|
||||
}
|
||||
@ -4,25 +4,26 @@ using UnityEditor;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
// Simple DAG data model
|
||||
// [System.Serializable]
|
||||
// public class DagNode
|
||||
// {
|
||||
// public int id;
|
||||
// public string title;
|
||||
// public Vector2 position;
|
||||
// public float radius = 36f; // circle radius
|
||||
// }
|
||||
namespace NanoBrain {
|
||||
|
||||
// [System.Serializable]
|
||||
// public class DagEdge
|
||||
// {
|
||||
// public int fromId;
|
||||
// public int toId;
|
||||
// }
|
||||
// Simple DAG data model
|
||||
// [System.Serializable]
|
||||
// public class DagNode
|
||||
// {
|
||||
// public int id;
|
||||
// public string title;
|
||||
// public Vector2 position;
|
||||
// public float radius = 36f; // circle radius
|
||||
// }
|
||||
|
||||
public class DAGEditorWindow : EditorWindow
|
||||
{
|
||||
// [System.Serializable]
|
||||
// public class DagEdge
|
||||
// {
|
||||
// public int fromId;
|
||||
// public int toId;
|
||||
// }
|
||||
|
||||
public class DAGEditorWindow : EditorWindow {
|
||||
List<DagNode> nodes = new List<DagNode>();
|
||||
List<DagEdge> edges = new List<DagEdge>();
|
||||
|
||||
@ -39,14 +40,12 @@ public class DAGEditorWindow : EditorWindow
|
||||
int draggingNodeId = -1;
|
||||
|
||||
[MenuItem("Window/DAG Viewer (LR, Circles)")]
|
||||
public static void ShowWindow()
|
||||
{
|
||||
public static void ShowWindow() {
|
||||
var w = GetWindow<DAGEditorWindow>("DAG Viewer (LR)");
|
||||
w.minSize = new Vector2(500, 300);
|
||||
}
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
void OnEnable() {
|
||||
labelStyle = new GUIStyle(EditorStyles.label);
|
||||
labelStyle.alignment = TextAnchor.MiddleCenter;
|
||||
labelStyle.normal.textColor = Color.white;
|
||||
@ -58,8 +57,7 @@ public class DAGEditorWindow : EditorWindow
|
||||
ComputeLeftToRightLayout();
|
||||
}
|
||||
|
||||
void CreateSampleGraph()
|
||||
{
|
||||
void CreateSampleGraph() {
|
||||
nodes.Clear();
|
||||
edges.Clear();
|
||||
|
||||
@ -79,8 +77,7 @@ public class DAGEditorWindow : EditorWindow
|
||||
edges.Add(new DagEdge() { fromId = 4, toId = 6 });
|
||||
}
|
||||
|
||||
void OnGUI()
|
||||
{
|
||||
void OnGUI() {
|
||||
HandleInput();
|
||||
|
||||
Rect rect = new Rect(0, 0, position.width, position.height);
|
||||
@ -92,8 +89,7 @@ public class DAGEditorWindow : EditorWindow
|
||||
Matrix4x4.TRS(-origin, Quaternion.identity, Vector3.one);
|
||||
|
||||
// Draw edges first
|
||||
foreach (var e in edges)
|
||||
{
|
||||
foreach (var e in edges) {
|
||||
var from = GetNodeById(e.fromId);
|
||||
var to = GetNodeById(e.toId);
|
||||
if (from == null || to == null) continue;
|
||||
@ -101,8 +97,7 @@ public class DAGEditorWindow : EditorWindow
|
||||
}
|
||||
|
||||
// Draw nodes (circles)
|
||||
foreach (var n in nodes)
|
||||
{
|
||||
foreach (var n in nodes) {
|
||||
DrawNodeCircle(n);
|
||||
}
|
||||
|
||||
@ -113,15 +108,12 @@ public class DAGEditorWindow : EditorWindow
|
||||
EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
|
||||
if (GUILayout.Button("Fit", EditorStyles.toolbarButton)) FitToView();
|
||||
if (GUILayout.Button("Layout LR", EditorStyles.toolbarButton)) ComputeLeftToRightLayout();
|
||||
if (GUILayout.Button("Add Node", EditorStyles.toolbarButton))
|
||||
{
|
||||
if (GUILayout.Button("Add Node", EditorStyles.toolbarButton)) {
|
||||
AddNode("N" + nodes.Count);
|
||||
ComputeLeftToRightLayout();
|
||||
}
|
||||
if (GUILayout.Button("Add Edge (selected->new)", EditorStyles.toolbarButton))
|
||||
{
|
||||
if (selectedNodeId != -1)
|
||||
{
|
||||
if (GUILayout.Button("Add Edge (selected->new)", EditorStyles.toolbarButton)) {
|
||||
if (selectedNodeId != -1) {
|
||||
var newNode = AddNode("N" + nodes.Count);
|
||||
edges.Add(new DagEdge() { fromId = selectedNodeId, toId = newNode.id });
|
||||
ComputeLeftToRightLayout();
|
||||
@ -130,13 +122,11 @@ public class DAGEditorWindow : EditorWindow
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
void HandleInput()
|
||||
{
|
||||
void HandleInput() {
|
||||
Event e = Event.current;
|
||||
|
||||
// Zoom with scroll
|
||||
if (e.type == EventType.ScrollWheel)
|
||||
{
|
||||
if (e.type == EventType.ScrollWheel) {
|
||||
float oldZoom = zoom;
|
||||
float delta = -e.delta.y * 0.01f;
|
||||
zoom = Mathf.Clamp(zoom + delta, minZoom, maxZoom);
|
||||
@ -146,46 +136,38 @@ public class DAGEditorWindow : EditorWindow
|
||||
}
|
||||
|
||||
// Pan with middle or right+ctrl drag
|
||||
if (e.type == EventType.MouseDrag && (e.button == 2 || (e.button == 1 && e.control)))
|
||||
{
|
||||
if (e.type == EventType.MouseDrag && (e.button == 2 || (e.button == 1 && e.control))) {
|
||||
pan += e.delta;
|
||||
e.Use();
|
||||
}
|
||||
|
||||
// Node dragging & selection (convert mouse to graph space)
|
||||
Vector2 graphMouse = ScreenToGraph(e.mousePosition);
|
||||
if (e.type == EventType.MouseDown && e.button == 0)
|
||||
{
|
||||
if (e.type == EventType.MouseDown && e.button == 0) {
|
||||
int hit = HitTestNode(graphMouse);
|
||||
if (hit != -1)
|
||||
{
|
||||
if (hit != -1) {
|
||||
selectedNodeId = hit;
|
||||
draggingNode = true;
|
||||
draggingNodeId = hit;
|
||||
dragStart = graphMouse;
|
||||
e.Use();
|
||||
}
|
||||
else
|
||||
{
|
||||
else {
|
||||
selectedNodeId = -1;
|
||||
}
|
||||
}
|
||||
|
||||
if (draggingNode && draggingNodeId != -1)
|
||||
{
|
||||
if (e.type == EventType.MouseDrag && e.button == 0)
|
||||
{
|
||||
if (draggingNode && draggingNodeId != -1) {
|
||||
if (e.type == EventType.MouseDrag && e.button == 0) {
|
||||
Vector2 graphDelta = e.delta / zoom;
|
||||
var n = GetNodeById(draggingNodeId);
|
||||
if (n != null)
|
||||
{
|
||||
if (n != null) {
|
||||
n.position += graphDelta;
|
||||
Repaint();
|
||||
e.Use();
|
||||
}
|
||||
}
|
||||
if (e.type == EventType.MouseUp && e.button == 0)
|
||||
{
|
||||
if (e.type == EventType.MouseUp && e.button == 0) {
|
||||
draggingNode = false;
|
||||
draggingNodeId = -1;
|
||||
e.Use();
|
||||
@ -193,8 +175,7 @@ public class DAGEditorWindow : EditorWindow
|
||||
}
|
||||
}
|
||||
|
||||
DagNode AddNode(string title)
|
||||
{
|
||||
DagNode AddNode(string title) {
|
||||
int nextId = nodes.Count > 0 ? nodes.Max(n => n.id) + 1 : 0;
|
||||
var n = new DagNode() { id = nextId, title = title, position = Vector2.zero };
|
||||
nodes.Add(n);
|
||||
@ -203,8 +184,7 @@ public class DAGEditorWindow : EditorWindow
|
||||
|
||||
DagNode GetNodeById(int id) => nodes.FirstOrDefault(x => x.id == id);
|
||||
|
||||
void DrawNodeCircle(DagNode n)
|
||||
{
|
||||
void DrawNodeCircle(DagNode n) {
|
||||
Vector2 center = n.position;
|
||||
float r = n.radius;
|
||||
Rect nodeRect = new Rect(center.x - r, center.y - r, r * 2, r * 2);
|
||||
@ -222,19 +202,16 @@ public class DAGEditorWindow : EditorWindow
|
||||
GUI.Label(new Rect(labelPos.x - r, labelPos.y - 8, r * 2, 18), n.title, labelStyle);
|
||||
}
|
||||
|
||||
List<Vector3> GetCircleOutlinePoints(Vector2 center, float radius, int segments)
|
||||
{
|
||||
List<Vector3> GetCircleOutlinePoints(Vector2 center, float radius, int segments) {
|
||||
var pts = new List<Vector3>(segments + 1);
|
||||
for (int i = 0; i <= segments; i++)
|
||||
{
|
||||
for (int i = 0; i <= segments; i++) {
|
||||
float a = (float)i / segments * Mathf.PI * 2f;
|
||||
pts.Add(new Vector3(center.x + Mathf.Cos(a) * radius, center.y + Mathf.Sin(a) * radius, 0));
|
||||
}
|
||||
return pts;
|
||||
}
|
||||
|
||||
void DrawEdgeCircleNodes(DagNode from, DagNode to)
|
||||
{
|
||||
void DrawEdgeCircleNodes(DagNode from, DagNode to) {
|
||||
Vector2 a = from.position;
|
||||
Vector2 b = to.position;
|
||||
if (a == b) return;
|
||||
@ -257,11 +234,9 @@ public class DAGEditorWindow : EditorWindow
|
||||
DrawArrowHead(end - dir * 2f, end, 10f / zoom, 12f / zoom, Color.white);
|
||||
}
|
||||
|
||||
List<Vector3> GetBezierPoints(Vector2 p0, Vector2 p1, Vector2 p2, int seg)
|
||||
{
|
||||
List<Vector3> GetBezierPoints(Vector2 p0, Vector2 p1, Vector2 p2, int seg) {
|
||||
var pts = new List<Vector3>(seg + 1);
|
||||
for (int i = 0; i <= seg; i++)
|
||||
{
|
||||
for (int i = 0; i <= seg; i++) {
|
||||
float t = (float)i / seg;
|
||||
Vector2 p = (1 - t) * (1 - t) * p0 + 2 * (1 - t) * t * p1 + t * t * p2;
|
||||
pts.Add(new Vector3(p.x, p.y, 0));
|
||||
@ -269,8 +244,7 @@ public class DAGEditorWindow : EditorWindow
|
||||
return pts;
|
||||
}
|
||||
|
||||
void DrawArrowHead(Vector2 from, Vector2 to, float headWidth, float headLength, Color color)
|
||||
{
|
||||
void DrawArrowHead(Vector2 from, Vector2 to, float headWidth, float headLength, Color color) {
|
||||
Vector2 dir = (to - from).normalized;
|
||||
if (dir == Vector2.zero) return;
|
||||
Vector2 right = new Vector2(-dir.y, dir.x);
|
||||
@ -284,13 +258,11 @@ public class DAGEditorWindow : EditorWindow
|
||||
}
|
||||
|
||||
// Left-to-right layered layout (sources on the left, sinks on the right)
|
||||
void ComputeLeftToRightLayout()
|
||||
{
|
||||
void ComputeLeftToRightLayout() {
|
||||
// build adjacency and indegree
|
||||
var adj = nodes.ToDictionary(n => n.id, n => new List<int>());
|
||||
var indeg = nodes.ToDictionary(n => n.id, n => 0);
|
||||
foreach (var e in edges)
|
||||
{
|
||||
foreach (var e in edges) {
|
||||
if (!adj.ContainsKey(e.fromId) || !adj.ContainsKey(e.toId)) continue;
|
||||
adj[e.fromId].Add(e.toId);
|
||||
indeg[e.toId]++;
|
||||
@ -301,12 +273,10 @@ public class DAGEditorWindow : EditorWindow
|
||||
Queue<int> q = new Queue<int>(indeg.Where(kv => kv.Value == 0).Select(kv => kv.Key));
|
||||
foreach (var id in q) layer[id] = 0;
|
||||
|
||||
while (q.Count > 0)
|
||||
{
|
||||
while (q.Count > 0) {
|
||||
int u = q.Dequeue();
|
||||
int l = layer[u];
|
||||
foreach (var v in adj[u])
|
||||
{
|
||||
foreach (var v in adj[u]) {
|
||||
// prefer placing v at least one layer after u
|
||||
if (!layer.ContainsKey(v) || layer[v] < l + 1) layer[v] = l + 1;
|
||||
indeg[v]--;
|
||||
@ -316,10 +286,8 @@ public class DAGEditorWindow : EditorWindow
|
||||
|
||||
// Any unreachable nodes -> assign next layers
|
||||
int maxLayer = layer.Count > 0 ? layer.Values.Max() : 0;
|
||||
foreach (var n in nodes)
|
||||
{
|
||||
if (!layer.ContainsKey(n.id))
|
||||
{
|
||||
foreach (var n in nodes) {
|
||||
if (!layer.ContainsKey(n.id)) {
|
||||
maxLayer++;
|
||||
layer[n.id] = maxLayer;
|
||||
}
|
||||
@ -333,12 +301,10 @@ public class DAGEditorWindow : EditorWindow
|
||||
float vSpacing = 120f;
|
||||
|
||||
// Place nodes: x increases with layer index, y spaced within layer
|
||||
for (int li = 0; li < layers.Count; li++)
|
||||
{
|
||||
for (int li = 0; li < layers.Count; li++) {
|
||||
var lst = layers[li];
|
||||
float totalHeight = (lst.Count - 1) * vSpacing;
|
||||
for (int i = 0; i < lst.Count; i++)
|
||||
{
|
||||
for (int i = 0; i < lst.Count; i++) {
|
||||
int id = lst[i];
|
||||
var n = GetNodeById(id);
|
||||
if (n == null) continue;
|
||||
@ -351,8 +317,7 @@ public class DAGEditorWindow : EditorWindow
|
||||
Repaint();
|
||||
}
|
||||
|
||||
void FitToView()
|
||||
{
|
||||
void FitToView() {
|
||||
if (nodes.Count == 0) return;
|
||||
Rect bounds = new Rect(nodes[0].position - Vector2.one * nodes[0].radius, Vector2.one * nodes[0].radius * 2f);
|
||||
foreach (var n in nodes)
|
||||
@ -364,8 +329,7 @@ public class DAGEditorWindow : EditorWindow
|
||||
Repaint();
|
||||
}
|
||||
|
||||
static Rect RectUnion(Rect a, Rect b)
|
||||
{
|
||||
static Rect RectUnion(Rect a, Rect b) {
|
||||
float xMin = Mathf.Min(a.xMin, b.xMin);
|
||||
float xMax = Mathf.Max(a.xMax, b.xMax);
|
||||
float yMin = Mathf.Min(a.yMin, b.yMin);
|
||||
@ -373,21 +337,20 @@ public class DAGEditorWindow : EditorWindow
|
||||
return Rect.MinMaxRect(xMin, yMin, xMax, yMax);
|
||||
}
|
||||
|
||||
Vector2 ScreenToGraph(Vector2 screenPos)
|
||||
{
|
||||
Vector2 ScreenToGraph(Vector2 screenPos) {
|
||||
Vector2 origin = new Vector2(position.width / 2, position.height / 2);
|
||||
// invert the GUI.matrix transform (approx for current simple transforms)
|
||||
return (screenPos - (origin + pan)) / zoom + origin * (1 - 1 / zoom);
|
||||
}
|
||||
|
||||
int HitTestNode(Vector2 graphPos)
|
||||
{
|
||||
int HitTestNode(Vector2 graphPos) {
|
||||
// returns node id under point or -1
|
||||
for (int i = nodes.Count - 1; i >= 0; i--)
|
||||
{
|
||||
for (int i = nodes.Count - 1; i >= 0; i--) {
|
||||
var n = nodes[i];
|
||||
if ((graphPos - n.position).sqrMagnitude <= n.radius * n.radius) return n.id;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
Before Width: | Height: | Size: 59 KiB After Width: | Height: | Size: 59 KiB |
@ -52,7 +52,7 @@ TextureImporter:
|
||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||
spriteGenerateFallbackPhysicsShape: 1
|
||||
alphaUsage: 1
|
||||
alphaIsTransparency: 0
|
||||
alphaIsTransparency: 1
|
||||
spriteTessellationDetail: -1
|
||||
textureType: 0
|
||||
textureShape: 1
|
||||
|
Before Width: | Height: | Size: 38 KiB After Width: | Height: | Size: 38 KiB |
@ -52,7 +52,7 @@ TextureImporter:
|
||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||
spriteGenerateFallbackPhysicsShape: 1
|
||||
alphaUsage: 1
|
||||
alphaIsTransparency: 0
|
||||
alphaIsTransparency: 1
|
||||
spriteTessellationDetail: -1
|
||||
textureType: 0
|
||||
textureShape: 1
|
||||
|
Before Width: | Height: | Size: 40 KiB After Width: | Height: | Size: 40 KiB |
@ -4,8 +4,10 @@ using UnityEditor.UIElements;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UIElements;
|
||||
|
||||
[CustomEditor(typeof(NanoBrain))]
|
||||
public class NanoBrainComponent_Editor : Editor {
|
||||
namespace NanoBrain {
|
||||
|
||||
[CustomEditor(typeof(NanoBrain))]
|
||||
public class NanoBrainComponent_Editor : Editor {
|
||||
protected static VisualElement mainContainer;
|
||||
protected static VisualElement inspectorContainer;
|
||||
|
||||
@ -46,4 +48,6 @@ public class NanoBrainComponent_Editor : Editor {
|
||||
return root;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
73
IReceptor.cs
@ -1,73 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
public interface IReceptor {
|
||||
public string GetName();
|
||||
|
||||
public Nucleus[] nucleiArray { get; set; }
|
||||
|
||||
public void AddReceptorElement(ClusterPrefab prefab);
|
||||
public void RemoveReceptorElement();
|
||||
|
||||
public void AddArrayReceiver(Nucleus receiverToAdd, float weight = 1);
|
||||
|
||||
public void ProcessStimulus(Vector3 inputValue, int thingId = 0, string thingName = null);
|
||||
}
|
||||
|
||||
public static class IReceptorHelpers {
|
||||
|
||||
public static void AddReceptorElement(IReceptor receptor, ClusterPrefab prefab) {
|
||||
if (receptor.nucleiArray.Length == 0) {
|
||||
Debug.LogError("Empty perceptoid array, cannot add");
|
||||
}
|
||||
int newLength = receptor.nucleiArray.Length + 1;
|
||||
Nucleus[] newArray = new Nucleus[newLength];
|
||||
|
||||
string baseName = receptor.GetName();
|
||||
int colonPos = baseName.IndexOf(":");
|
||||
if (colonPos > 0)
|
||||
baseName = baseName[..colonPos];
|
||||
|
||||
for (int i = 0; i < receptor.nucleiArray.Length; i++)
|
||||
newArray[i] = receptor.nucleiArray[i];
|
||||
if (receptor.nucleiArray[0] is Nucleus nucleus) {
|
||||
newArray[newLength - 1] = nucleus.Clone(prefab);
|
||||
newArray[newLength - 1].name = $"{baseName}: {newLength - 1}";
|
||||
}
|
||||
|
||||
foreach (Nucleus element in receptor.nucleiArray) {
|
||||
if (element is IReceptor receptorElement) {
|
||||
receptorElement.nucleiArray = newArray;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void RemoveReceptorElement(IReceptor receptor) {
|
||||
int newLength = receptor.nucleiArray.Length - 1;
|
||||
if (newLength == 0) {
|
||||
Debug.LogWarning("Perceptoid array cannot be empty");
|
||||
}
|
||||
Nucleus[] newArray = new Nucleus[newLength];
|
||||
for (int i = 0; i < newLength; i++)
|
||||
newArray[i] = receptor.nucleiArray[i];
|
||||
// Delete the last perception
|
||||
if (receptor.nucleiArray[newLength] is Nucleus nucleus)
|
||||
Neuron.Delete(nucleus);
|
||||
|
||||
foreach (Nucleus element in receptor.nucleiArray) {
|
||||
if (element is IReceptor receptorElement) {
|
||||
receptorElement.nucleiArray = newArray;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public static void AddArrayReceiver(IReceptor receptor, Nucleus receiverToAdd, float weight = 1) {
|
||||
foreach (Nucleus element in receptor.nucleiArray) {
|
||||
if (element is Cluster cluster)
|
||||
cluster.defaultOutput.AddReceiver(receiverToAdd, weight);
|
||||
if (element is Neuron neuron)
|
||||
neuron.AddReceiver(receiverToAdd, weight);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@ -1,65 +0,0 @@
|
||||
using System;
|
||||
#if UNITY_MATHEMATICS
|
||||
using Unity.Mathematics;
|
||||
#endif
|
||||
|
||||
[Serializable]
|
||||
public class MemoryCell : Neuron {
|
||||
|
||||
public MemoryCell(ClusterPrefab cluster, string name) : base(cluster, name) { }
|
||||
public MemoryCell(Cluster parent, string name) : base(parent, name) { }
|
||||
|
||||
public bool staticMemory = false;
|
||||
public override bool isSleeping {
|
||||
get {
|
||||
if (staticMemory)
|
||||
return false;
|
||||
|
||||
return base.isSleeping;
|
||||
}
|
||||
}
|
||||
|
||||
public override Nucleus ShallowCloneTo(Cluster newParent) {
|
||||
MemoryCell clone = new(newParent, this.name);
|
||||
CloneFields(clone);
|
||||
clone.staticMemory = this.staticMemory;
|
||||
return clone;
|
||||
}
|
||||
|
||||
#region State
|
||||
|
||||
private bool initialized = false;
|
||||
|
||||
#if UNITY_MATHEMATICS
|
||||
private float3 _memorizedValue;
|
||||
#else
|
||||
private UnityEngine.Vector3 _memorizedValue;
|
||||
#endif
|
||||
|
||||
public override void UpdateStateIsolated() {
|
||||
// A memorycell does not have an activation function
|
||||
var result = Combinator();
|
||||
|
||||
if (initialized)
|
||||
// Output the previous, memorized value
|
||||
this.outputValue = this._memorizedValue;
|
||||
else {
|
||||
// The first time, the result is directly set in output
|
||||
this.outputValue = result;
|
||||
this.initialized = true;
|
||||
}
|
||||
|
||||
// Store the result for the next time
|
||||
this._memorizedValue = result;
|
||||
}
|
||||
|
||||
public override void UpdateNuclei() {
|
||||
if (staticMemory)
|
||||
// Static memory does not get stale or go to sleep
|
||||
return;
|
||||
|
||||
base.UpdateNuclei();
|
||||
}
|
||||
|
||||
#endregion State
|
||||
}
|
||||
31
NanoBrain.cs
@ -1,31 +0,0 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public class NanoBrain : MonoBehaviour {
|
||||
public ClusterPrefab defaultBrain;
|
||||
|
||||
[NonSerialized]
|
||||
private Cluster brainInstance;
|
||||
public Cluster brain {
|
||||
get {
|
||||
if (brainInstance == null && defaultBrain != null) {
|
||||
brainInstance = new Cluster(defaultBrain) {
|
||||
name = defaultBrain.name + " (Instance)"
|
||||
};
|
||||
}
|
||||
return brainInstance;
|
||||
}
|
||||
}
|
||||
|
||||
public static void UpdateWeight(Cluster brain, string name, float weight) {
|
||||
Nucleus root = brain.defaultOutput;
|
||||
foreach (Synapse synapse in root.synapses) {
|
||||
if (synapse.neuron.name == name) {
|
||||
if (synapse.weight != weight) {
|
||||
synapse.weight = weight;
|
||||
// Debug.Log($"Updated weight for {name}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
445
Neuron.cs
@ -1,445 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
#if UNITY_MATHEMATICS
|
||||
using Unity.Mathematics;
|
||||
using static Unity.Mathematics.math;
|
||||
#endif
|
||||
|
||||
[Serializable]
|
||||
public class Neuron : Nucleus {
|
||||
|
||||
public Neuron(Cluster parent, string name) {
|
||||
this.parent = parent;
|
||||
this.name = name;
|
||||
this.parent?.clusterNuclei.Add(this);
|
||||
}
|
||||
public Neuron(ClusterPrefab prefab, string name) {
|
||||
this.clusterPrefab = prefab;
|
||||
this.name = name;
|
||||
if (this.clusterPrefab != null)
|
||||
this.clusterPrefab.nuclei.Add(this);
|
||||
else
|
||||
Debug.LogError("No prefab when adding neuron to prefab");
|
||||
}
|
||||
|
||||
#region Serialization
|
||||
|
||||
public enum CombinatorType {
|
||||
Sum,
|
||||
Product,
|
||||
Max
|
||||
}
|
||||
public CombinatorType combinator = CombinatorType.Sum;
|
||||
|
||||
public enum CurvePresets {
|
||||
Linear,
|
||||
Power,
|
||||
Sqrt,
|
||||
Reciprocal,
|
||||
Custom
|
||||
}
|
||||
[SerializeField]
|
||||
public CurvePresets _curvePreset;
|
||||
public CurvePresets curvePreset {
|
||||
get { return _curvePreset; }
|
||||
set {
|
||||
_curvePreset = value;
|
||||
this.curve = GenerateCurve();
|
||||
}
|
||||
}
|
||||
public AnimationCurve curve;
|
||||
public float curveMax = 1.0f;
|
||||
|
||||
public AnimationCurve GenerateCurve() {
|
||||
switch (this.curvePreset) {
|
||||
case CurvePresets.Linear:
|
||||
this.curveMax = 1;
|
||||
return Presets.Linear(1);
|
||||
case CurvePresets.Power:
|
||||
this.curveMax = 1;
|
||||
return Presets.Power(2.0f, 1);
|
||||
case CurvePresets.Sqrt:
|
||||
this.curveMax = 1;
|
||||
return Presets.Power(0.5f, 1);
|
||||
case CurvePresets.Reciprocal:
|
||||
this.curveMax = 1 / 0.01f * 1;
|
||||
return Presets.Reciprocal(1);
|
||||
default:
|
||||
this.curveMax = 1;
|
||||
return this.curve;
|
||||
}
|
||||
}
|
||||
|
||||
public static class Presets {
|
||||
private const int samples = 32;
|
||||
public static AnimationCurve Linear(float weight) {
|
||||
return AnimationCurve.Linear(0f, 0f, 1000f, weight * 1000);
|
||||
}
|
||||
public static AnimationCurve Power(float exponent, float weight) {
|
||||
// build keyframes
|
||||
Keyframe[] keys = new Keyframe[samples];
|
||||
for (int i = 0; i < samples; i++) {
|
||||
float t = i / (float)(samples - 1);
|
||||
float v = Mathf.Pow(t, exponent) * weight;
|
||||
keys[i] = new Keyframe(t, v);
|
||||
}
|
||||
|
||||
AnimationCurve curve = new(keys);
|
||||
|
||||
// set tangent modes for each key to Auto (smooth). Use Linear if you prefer straight segments.
|
||||
for (int i = 0; i < curve.length; i++) {
|
||||
AnimationUtility.SetKeyLeftTangentMode(curve, i, AnimationUtility.TangentMode.Auto);
|
||||
AnimationUtility.SetKeyRightTangentMode(curve, i, AnimationUtility.TangentMode.Auto);
|
||||
}
|
||||
|
||||
return curve;
|
||||
}
|
||||
public static AnimationCurve Reciprocal(float weight) {
|
||||
int samples = 128;
|
||||
float xMin = 0.001f;
|
||||
float xMax = 1;
|
||||
var keys = new Keyframe[samples];
|
||||
for (int i = 0; i < samples; i++) {
|
||||
float t = i / (float)(samples - 1);
|
||||
float x = Mathf.Lerp(xMin, xMax, t);
|
||||
float y = 1f / x * weight;
|
||||
keys[i] = new Keyframe(x, y);
|
||||
}
|
||||
var curve = new AnimationCurve(keys);
|
||||
for (int i = 0; i < curve.length; i++) {
|
||||
AnimationUtility.SetKeyLeftTangentMode(curve, i, AnimationUtility.TangentMode.Linear);
|
||||
AnimationUtility.SetKeyRightTangentMode(curve, i, AnimationUtility.TangentMode.Linear);
|
||||
}
|
||||
return curve;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion Serialization
|
||||
|
||||
#if UNITY_MATHEMATICS
|
||||
|
||||
protected float3 _outputValue;
|
||||
public virtual float3 outputValue {
|
||||
get { return _outputValue; }
|
||||
set {
|
||||
_outputValue = value;
|
||||
if (this.isFiring)
|
||||
WhenFiring?.Invoke();
|
||||
}
|
||||
}
|
||||
public float outputMagnitude => length(_outputValue);
|
||||
|
||||
public bool isFiring => length(_outputValue) > 0.5f;
|
||||
public virtual bool isSleeping => lengthsq(this.outputValue) == 0;
|
||||
|
||||
#else
|
||||
|
||||
protected Vector3 _outputValue;
|
||||
public virtual Vector3 outputValue {
|
||||
get { return _outputValue; }
|
||||
set {
|
||||
_outputValue = value;
|
||||
if (this.isFiring)
|
||||
WhenFiring?.Invoke();
|
||||
}
|
||||
}
|
||||
public float outputMagnitude => _outputValue.magnitude;
|
||||
|
||||
public bool isFiring => _outputValue.magnitude > 0.5f;
|
||||
public virtual bool isSleeping => this.outputValue.sqrMagnitude == 0;
|
||||
|
||||
#endif
|
||||
public Action WhenFiring;
|
||||
|
||||
[NonSerialized]
|
||||
public int stale = 1000;
|
||||
public readonly int staleValueForSleep = 20;
|
||||
|
||||
// this clone the nucleus without the synapses and receivers
|
||||
public override Nucleus ShallowCloneTo(Cluster newParent) {
|
||||
Neuron clone = new(newParent, this.name);
|
||||
CloneFields(clone);
|
||||
return clone;
|
||||
}
|
||||
|
||||
public override Nucleus Clone(ClusterPrefab prefab) {
|
||||
Neuron clone = new(prefab, this.name);
|
||||
CloneFields(clone);
|
||||
foreach (Synapse synapse in this.synapses) {
|
||||
Synapse clonedSynapse = clone.AddSynapse(synapse.neuron);
|
||||
clonedSynapse.weight = synapse.weight;
|
||||
}
|
||||
foreach (Nucleus receiver in this.receivers) {
|
||||
clone.AddReceiver(receiver);
|
||||
}
|
||||
return clone;
|
||||
}
|
||||
|
||||
protected virtual void CloneFields(Neuron clone) {
|
||||
clone.clusterPrefab = this.clusterPrefab;
|
||||
clone.bias = this.bias;
|
||||
clone.combinator = this.combinator;
|
||||
clone.curve = this.curve;
|
||||
clone.curvePreset = this.curvePreset;
|
||||
clone.curveMax = this.curveMax;
|
||||
}
|
||||
|
||||
public static void Delete(Nucleus nucleus) {
|
||||
foreach (Synapse synapse in nucleus.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 {
|
||||
// No other links, delete it.
|
||||
Neuron.Delete(synapse_nucleus);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (nucleus is Neuron neuron) {
|
||||
foreach (Nucleus receiver in neuron.receivers) {
|
||||
if (receiver != null && receiver.synapses != null)
|
||||
receiver.synapses.RemoveAll(s => s.neuron == nucleus);
|
||||
}
|
||||
}
|
||||
else if (nucleus is Cluster cluster) {
|
||||
// remove all receivers for this cluster
|
||||
foreach (Neuron output in cluster.outputs) {
|
||||
foreach (Nucleus receiver in output.receivers) {
|
||||
receiver.synapses.RemoveAll(s => s.neuron == output);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (nucleus.clusterPrefab != null) {
|
||||
nucleus.clusterPrefab.nuclei.RemoveAll(n => n == nucleus);
|
||||
nucleus.clusterPrefab.RefreshOutputs();
|
||||
nucleus.clusterPrefab.GarbageCollection();
|
||||
}
|
||||
}
|
||||
|
||||
public override void UpdateStateIsolated() {
|
||||
var result = Combinator();
|
||||
this.outputValue = Activator(result);
|
||||
}
|
||||
|
||||
#region Combinator
|
||||
|
||||
#if UNITY_MATHEMATICS
|
||||
|
||||
protected Func<float3> Combinator => combinator switch {
|
||||
CombinatorType.Sum => CombinatorSum,
|
||||
CombinatorType.Product => CombinatorProduct,
|
||||
CombinatorType.Max => CombinatorMax,
|
||||
_ => CombinatorSum
|
||||
};
|
||||
|
||||
public float3 CombinatorSum() {
|
||||
float3 sum = this.bias;
|
||||
foreach (Synapse synapse in this.synapses)
|
||||
sum += synapse.weight * synapse.neuron.outputValue;
|
||||
return sum;
|
||||
}
|
||||
|
||||
public float3 CombinatorProduct() {
|
||||
float3 product = this.bias;
|
||||
foreach (Synapse synapse in this.synapses) {
|
||||
product *= synapse.weight * synapse.neuron.outputValue;
|
||||
}
|
||||
return product;
|
||||
}
|
||||
|
||||
public float3 CombinatorMax() {
|
||||
float3 max = this.bias;
|
||||
float maxLength = length(max);
|
||||
|
||||
//Applying the weight factors
|
||||
foreach (Synapse synapse in this.synapses) {
|
||||
float3 input = synapse.weight * synapse.neuron.outputValue;
|
||||
|
||||
float inputLength = length(input);
|
||||
if (inputLength > maxLength) {
|
||||
max = input;
|
||||
maxLength = inputLength;
|
||||
}
|
||||
}
|
||||
return max;
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
protected Func<Vector3> Combinator => combinator switch {
|
||||
CombinatorType.Sum => CombinatorSum,
|
||||
CombinatorType.Product => CombinatorProduct,
|
||||
CombinatorType.Max => CombinatorMax,
|
||||
_ => CombinatorSum
|
||||
};
|
||||
|
||||
public Vector3 CombinatorSum() {
|
||||
Vector3 sum = this.bias;
|
||||
foreach (Synapse synapse in this.synapses)
|
||||
sum += synapse.weight * synapse.neuron.outputValue;
|
||||
return sum;
|
||||
}
|
||||
|
||||
public Vector3 CombinatorProduct() {
|
||||
Vector3 product = this.bias;
|
||||
foreach (Synapse synapse in this.synapses) {
|
||||
//product *= synapse.weight * synapse.neuron.outputValue;
|
||||
product = Vector3.Scale(product, synapse.weight * synapse.neuron.outputValue);
|
||||
}
|
||||
return product;
|
||||
}
|
||||
|
||||
public Vector3 CombinatorMax() {
|
||||
Vector3 max = this.bias;
|
||||
float maxLength = max.magnitude;
|
||||
|
||||
//Applying the weight factors
|
||||
foreach (Synapse synapse in this.synapses) {
|
||||
Vector3 input = synapse.weight * synapse.neuron.outputValue;
|
||||
|
||||
float inputLength = input.magnitude;
|
||||
if (inputLength > maxLength) {
|
||||
max = input;
|
||||
maxLength = inputLength;
|
||||
}
|
||||
}
|
||||
return max;
|
||||
}
|
||||
#endif
|
||||
#endregion Combinator
|
||||
|
||||
#region Activator
|
||||
|
||||
#if UNITY_MATHEMATICS
|
||||
|
||||
public Func<float3, float3> Activator => this.curvePreset switch {
|
||||
CurvePresets.Linear => ActivatorLinear,
|
||||
CurvePresets.Sqrt => ActivatorSqrt,
|
||||
CurvePresets.Power => ActivatorPower,
|
||||
CurvePresets.Reciprocal => ActivatorReciprocal,
|
||||
_ => ActivatorCustom
|
||||
};
|
||||
|
||||
protected float3 ActivatorLinear(float3 input) {
|
||||
return input;
|
||||
}
|
||||
|
||||
protected float3 ActivatorSqrt(float3 input) {
|
||||
float3 result = normalize(input) * System.MathF.Sqrt(length(input));
|
||||
return result;
|
||||
}
|
||||
|
||||
protected float3 ActivatorPower(float3 input) {
|
||||
float3 result = normalize(input) * System.MathF.Pow(length(input), 2);
|
||||
return result;
|
||||
}
|
||||
|
||||
protected float3 ActivatorReciprocal(float3 input) {
|
||||
float magnitude = length(input);
|
||||
if (magnitude == 0)
|
||||
return new float3(0, 0, 0);
|
||||
|
||||
float3 result = normalize(input) * (1 / magnitude);
|
||||
return result;
|
||||
}
|
||||
|
||||
protected float3 ActivatorCustom(float3 input) {
|
||||
float activatedValue = this.curve.Evaluate(length(input));
|
||||
float3 result = normalize(input) * activatedValue;
|
||||
return result;
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
public Func<Vector3, Vector3> Activator => this.curvePreset switch {
|
||||
CurvePresets.Linear => ActivatorLinear,
|
||||
CurvePresets.Sqrt => ActivatorSqrt,
|
||||
CurvePresets.Power => ActivatorPower,
|
||||
CurvePresets.Reciprocal => ActivatorReciprocal,
|
||||
_ => ActivatorCustom
|
||||
};
|
||||
|
||||
protected Vector3 ActivatorLinear(Vector3 input) {
|
||||
return input;
|
||||
}
|
||||
|
||||
protected Vector3 ActivatorSqrt(Vector3 input) {
|
||||
Vector3 result = input.normalized * System.MathF.Sqrt(input.magnitude);
|
||||
return result;
|
||||
}
|
||||
|
||||
protected Vector3 ActivatorPower(Vector3 input) {
|
||||
Vector3 result = input.normalized * System.MathF.Pow(input.magnitude, 2);
|
||||
return result;
|
||||
}
|
||||
|
||||
protected Vector3 ActivatorReciprocal(Vector3 input) {
|
||||
float magnitude = input.magnitude;
|
||||
if (magnitude == 0)
|
||||
return new Vector3(0, 0, 0);
|
||||
|
||||
Vector3 result = input.normalized * (1 / magnitude);
|
||||
return result;
|
||||
}
|
||||
|
||||
protected Vector3 ActivatorCustom(Vector3 input) {
|
||||
float activatedValue = this.curve.Evaluate(input.magnitude);
|
||||
Vector3 result = input.normalized * activatedValue;
|
||||
return result;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#endregion Activator
|
||||
|
||||
#region Receivers
|
||||
|
||||
[SerializeReference]
|
||||
private List<Nucleus> _receivers = new();
|
||||
public virtual List<Nucleus> receivers {
|
||||
get { return _receivers; }
|
||||
set { _receivers = value; }
|
||||
}
|
||||
|
||||
public virtual void AddReceiver(Nucleus receiverToAdd, float weight = 1) {
|
||||
this._receivers.Add(receiverToAdd);
|
||||
receiverToAdd.AddSynapse(this, weight);
|
||||
}
|
||||
|
||||
public virtual void RemoveReceiver(Nucleus receiverToRemove) {
|
||||
if (this is IReceptor receptor) {
|
||||
foreach (Nucleus element in receptor.nucleiArray) {
|
||||
if (element is Neuron neuron) {
|
||||
neuron._receivers.RemoveAll(receiver => receiver == receiverToRemove);
|
||||
receiverToRemove.synapses.RemoveAll(synapse => synapse.neuron == neuron);
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
this._receivers.RemoveAll(receiver => receiver == receiverToRemove);
|
||||
receiverToRemove.synapses.RemoveAll(synapse => synapse.neuron == this);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#endregion Receivers
|
||||
|
||||
public override void ProcessStimulus(Vector3 inputValue, int thingId = 0, string thingName = null) {
|
||||
if (this.parent is ClusterReceptor clusterReceptor)
|
||||
clusterReceptor.ProcessStimulus(this, inputValue, thingId, thingName);
|
||||
else
|
||||
ProcessStimulusDirect(inputValue, thingId, thingName);
|
||||
}
|
||||
|
||||
public void ProcessStimulusDirect(Vector3 inputValue, int thingId = 0, string thingName = null) {
|
||||
this.stale = 0;
|
||||
this.bias = inputValue;
|
||||
this.parent.UpdateFromNucleus(this);
|
||||
}
|
||||
}
|
||||
72
Nucleus.cs
@ -1,72 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[Serializable]
|
||||
public abstract class Nucleus {
|
||||
public string name;
|
||||
|
||||
[SerializeReference]
|
||||
public ClusterPrefab clusterPrefab;
|
||||
[SerializeReference]
|
||||
public Cluster parent;
|
||||
|
||||
public bool trace = false;
|
||||
|
||||
public abstract Nucleus ShallowCloneTo(Cluster parent);
|
||||
public abstract Nucleus Clone(ClusterPrefab prefab);
|
||||
|
||||
public enum Type {
|
||||
None,
|
||||
Neuron,
|
||||
MemoryCell,
|
||||
Cluster,
|
||||
Receptor,
|
||||
ClusterReceptor,
|
||||
}
|
||||
|
||||
#region Synapses
|
||||
|
||||
public Vector3 bias = Vector3.zero;
|
||||
|
||||
[SerializeField]
|
||||
private List<Synapse> _synapses = new();
|
||||
public List<Synapse> synapses => _synapses;
|
||||
|
||||
public Synapse AddSynapse(Neuron sendingNucleus, float weight = 1.0f) {
|
||||
Synapse synapse = new(sendingNucleus, weight);
|
||||
this.synapses.Add(synapse);
|
||||
return synapse;
|
||||
}
|
||||
|
||||
public Synapse GetSynapse(Nucleus sender) {
|
||||
foreach (Synapse synapse in this.synapses)
|
||||
if (synapse.neuron == sender)
|
||||
return synapse;
|
||||
return null;
|
||||
}
|
||||
|
||||
public void RemoveSynapse(Nucleus sendingNucleus) {
|
||||
this.synapses.RemoveAll(synapse => synapse.neuron == sendingNucleus);
|
||||
}
|
||||
|
||||
#endregion Synapses
|
||||
|
||||
#region Update
|
||||
|
||||
public abstract void UpdateStateIsolated();
|
||||
|
||||
public virtual void UpdateNuclei() {
|
||||
}
|
||||
|
||||
public virtual void SetBias(Vector3 inputValue) {
|
||||
this.bias = inputValue;
|
||||
this.parent.UpdateFromNucleus(this);
|
||||
}
|
||||
|
||||
public virtual void ProcessStimulus(Vector3 inputValue, int thingId = 0, string thingName = "") {
|
||||
}
|
||||
|
||||
#endregion Update
|
||||
|
||||
}
|
||||
208
NucleusArray.cs
@ -1,208 +0,0 @@
|
||||
using System.Linq;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
#if UNITY_MATHEMATICS
|
||||
using Unity.Mathematics;
|
||||
using static Unity.Mathematics.math;
|
||||
#endif
|
||||
|
||||
[System.Serializable]
|
||||
public class NucleusArray {
|
||||
[SerializeReference]
|
||||
private Nucleus[] _nuclei;
|
||||
public Nucleus[] nuclei {
|
||||
get {
|
||||
return _nuclei;
|
||||
}
|
||||
set {
|
||||
_nuclei = value;
|
||||
}
|
||||
}
|
||||
|
||||
public NucleusArray(Nucleus nucleus) {
|
||||
this._nuclei = new Nucleus[1];
|
||||
this._nuclei[0] = nucleus;
|
||||
}
|
||||
public NucleusArray(ClusterPrefab cluster) {
|
||||
this._nuclei = new Nucleus[0];
|
||||
}
|
||||
public NucleusArray(int size, string name) {
|
||||
this._nuclei = new Nucleus[size];
|
||||
}
|
||||
|
||||
|
||||
public void AddNucleus(ClusterPrefab prefab) {
|
||||
if (this._nuclei.Length == 0) {
|
||||
Debug.LogError("Empty perceptoid array, cannot add");
|
||||
return;
|
||||
}
|
||||
int newLength = this._nuclei.Length + 1;
|
||||
Nucleus[] newArray = new Nucleus[newLength];
|
||||
|
||||
for (int i = 0; i < this._nuclei.Length; i++)
|
||||
newArray[i] = this._nuclei[i];
|
||||
if (this._nuclei[0] is Nucleus nucleus) {
|
||||
newArray[newLength - 1] = nucleus.Clone(prefab);
|
||||
newArray[newLength - 1].name += $": {newLength - 1}";
|
||||
}
|
||||
|
||||
this._nuclei = newArray;
|
||||
}
|
||||
|
||||
public void RemoveNucleus() {
|
||||
int newLength = this._nuclei.Length - 1;
|
||||
if (newLength == 0) {
|
||||
Debug.LogWarning("Perceptoid array cannot be empty");
|
||||
return;
|
||||
}
|
||||
Nucleus[] newPerceptei = new Nucleus[newLength];
|
||||
for (int i = 0; i < newLength; i++)
|
||||
newPerceptei[i] = this._nuclei[i];
|
||||
// Delete the last perception
|
||||
if (this._nuclei[newLength] is Nucleus nucleus)
|
||||
Neuron.Delete(nucleus); //this._nuclei[newLength]);
|
||||
|
||||
this._nuclei = newPerceptei;
|
||||
}
|
||||
|
||||
public Dictionary<int, Nucleus> thingReceivers = new();
|
||||
|
||||
#if UNITY_MATHEMATICS
|
||||
|
||||
private Nucleus FindReceiver(int thingId, float3 inputValue) {
|
||||
// No existing nucleus for this thing
|
||||
float inputMagnitude = length(inputValue);
|
||||
Neuron selectedReceiver = null;
|
||||
float selectedMagnitude = 0;
|
||||
foreach (Nucleus nucleusReceiver in this._nuclei) {
|
||||
if (nucleusReceiver is not Neuron receiver)
|
||||
continue;
|
||||
if (thingReceivers.ContainsValue(receiver) == false) {
|
||||
// We found an unusued receiver
|
||||
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);
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
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;
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
private Nucleus FindReceiver(int thingId, Vector3 inputValue) {
|
||||
// No existing nucleus for this thing
|
||||
float inputMagnitude = inputValue.magnitude;
|
||||
Neuron selectedReceiver = null;
|
||||
float selectedMagnitude = 0;
|
||||
foreach (Nucleus nucleusReceiver in this._nuclei) {
|
||||
if (nucleusReceiver is not Neuron receiver)
|
||||
continue;
|
||||
if (thingReceivers.ContainsValue(receiver) == false) {
|
||||
// We found an unusued receiver
|
||||
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);
|
||||
return receiver;
|
||||
}
|
||||
else if (selectedReceiver == null) {
|
||||
// If we haven't found a receiver yet, just start by taking the first
|
||||
selectedReceiver = receiver;
|
||||
selectedMagnitude = selectedReceiver.outputMagnitude;
|
||||
}
|
||||
// Look for the receiver with the lowest magnitude
|
||||
else {
|
||||
float magnitude = receiver.outputMagnitude;
|
||||
|
||||
if (magnitude < inputMagnitude && receiver.outputMagnitude < selectedMagnitude) {
|
||||
selectedReceiver = receiver;
|
||||
selectedMagnitude = selectedReceiver.outputMagnitude;
|
||||
}
|
||||
}
|
||||
}
|
||||
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;
|
||||
}
|
||||
#endif
|
||||
|
||||
public virtual void ProcessStimulus(int thingId, Vector3 inputValue, string thingName = null) {
|
||||
CleanupReceivers();
|
||||
|
||||
if (this._nuclei[0] is Neuron neuron)
|
||||
inputValue = neuron.Activator(inputValue);
|
||||
|
||||
if (!thingReceivers.TryGetValue(thingId, out Nucleus selectedReceiver)) {
|
||||
// No existing nucleus for this thing
|
||||
selectedReceiver = FindReceiver(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)
|
||||
selectedNucleus.ProcessStimulusDirect(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 != null && item.Value is Neuron neuron && neuron.isSleeping)
|
||||
receiversToRemove.Add(item.Key);
|
||||
}
|
||||
foreach (int thingId in receiversToRemove) {
|
||||
Nucleus selectedReceiver = thingReceivers[thingId];
|
||||
|
||||
thingReceivers.Remove(thingId);
|
||||
|
||||
int colonPos = selectedReceiver.name.IndexOf(":");
|
||||
if (colonPos > 0)
|
||||
selectedReceiver.name = selectedReceiver.name[..colonPos];
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
94
Receptor.cs
@ -1,94 +0,0 @@
|
||||
using UnityEngine;
|
||||
#if UNITY_MATHEMATICS
|
||||
using Unity.Mathematics;
|
||||
using static Unity.Mathematics.math;
|
||||
#endif
|
||||
|
||||
[System.Serializable]
|
||||
public class Receptor : Neuron, IReceptor {
|
||||
public Receptor(Cluster parent, string name) : base(parent, name) {
|
||||
this.array = new NucleusArray(this);
|
||||
if (this.name.IndexOf(":") < 0)
|
||||
this.name += ": 0";
|
||||
}
|
||||
public Receptor(ClusterPrefab prefab, string name) : base(prefab, name) {
|
||||
this.array = new NucleusArray(this);
|
||||
}
|
||||
|
||||
public string GetName() {
|
||||
return this.name;
|
||||
}
|
||||
|
||||
public override Nucleus ShallowCloneTo(Cluster parent) {
|
||||
Receptor clone = new(parent, name) {
|
||||
|
||||
};
|
||||
CloneFields(clone);
|
||||
return clone;
|
||||
}
|
||||
public override Nucleus Clone(ClusterPrefab prefab) {
|
||||
Receptor clone = new(prefab, name) {
|
||||
array = this._array
|
||||
};
|
||||
CloneFields(clone);
|
||||
// Adding receivers will also add synapses to the receivers
|
||||
foreach (Nucleus receiver in this.receivers.ToArray())
|
||||
clone.AddReceiver(receiver);
|
||||
|
||||
return clone;
|
||||
}
|
||||
|
||||
[SerializeReference]
|
||||
private NucleusArray _array;
|
||||
public NucleusArray array {
|
||||
set { _array = value; }
|
||||
}
|
||||
|
||||
public Nucleus[] nucleiArray {
|
||||
get { return _array.nuclei; }
|
||||
set { _array.nuclei = value; }
|
||||
}
|
||||
|
||||
public void AddReceptorElement(ClusterPrefab prefab) {
|
||||
IReceptorHelpers.AddReceptorElement(this, prefab);
|
||||
}
|
||||
|
||||
public void RemoveReceptorElement() {
|
||||
IReceptorHelpers.RemoveReceptorElement(this);
|
||||
}
|
||||
|
||||
public virtual void AddArrayReceiver(Nucleus receiverToAdd, float weight = 1) {
|
||||
IReceptorHelpers.AddArrayReceiver(this, receiverToAdd, weight);
|
||||
}
|
||||
|
||||
public override void UpdateStateIsolated() {
|
||||
this.outputValue = this.bias;
|
||||
}
|
||||
|
||||
#if UNITY_MATHEMATICS
|
||||
|
||||
public override void UpdateNuclei() {
|
||||
this.stale++;
|
||||
if (this.stale > staleValueForSleep && lengthsq(this.bias) > 0) {
|
||||
this.bias = new float3(0, 0, 0);
|
||||
this.parent.UpdateFromNucleus(this);
|
||||
}
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
public override void UpdateNuclei() {
|
||||
this.stale++;
|
||||
if (this.stale > staleValueForSleep && this.bias.sqrMagnitude > 0) {
|
||||
this.bias = new Vector3(0, 0, 0);
|
||||
this.parent.UpdateFromNucleus(this);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#endif
|
||||
public override void ProcessStimulus(Vector3 inputValue, int thingId = 0, string thingName = null) {
|
||||
this._array ??= new NucleusArray(this.parent);
|
||||
this._array.ProcessStimulus(thingId, inputValue, thingName);
|
||||
}
|
||||
}
|
||||
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 363b69b84de0e4b729794c10e7c40ab5
|
||||
guid: cfd403fd558edec539ab9d0a1bed0c72
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
@ -6,9 +6,19 @@ using Unity.Mathematics;
|
||||
using static Unity.Mathematics.math;
|
||||
#endif
|
||||
|
||||
namespace NanoBrain {
|
||||
|
||||
/// <summary>
|
||||
/// A Cluster combines a collection of Nuclei to implement reusable behaviour
|
||||
/// </summary>
|
||||
/// A Cluster is an instantiation of a ClusterPrefab.
|
||||
/// Clusters can be nested inside other clusters.
|
||||
[Serializable]
|
||||
public class Cluster : Nucleus {
|
||||
|
||||
/// <summary>
|
||||
/// The base name of the cluster. I don't think this is actively used at this moment
|
||||
/// </summary>
|
||||
public string baseName {
|
||||
get {
|
||||
int colonPositon = this.name.IndexOf(':');
|
||||
@ -20,6 +30,11 @@ public class Cluster : Nucleus {
|
||||
|
||||
#region Init
|
||||
|
||||
/// <summary>
|
||||
/// Instantiate a new copy of a ClusterPrefab in the given parent
|
||||
/// </summary>
|
||||
/// <param name="prefab">The prefab to use</param>
|
||||
/// <param name="parent">The cluster in which this new cluster will be placed</param>
|
||||
public Cluster(ClusterPrefab prefab, Cluster parent) {
|
||||
this.prefab = prefab;
|
||||
this.name = prefab.name;
|
||||
@ -32,6 +47,11 @@ public class Cluster : Nucleus {
|
||||
this.sortedNuclei = TopologicalSort(this.clusterNuclei);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add a new cluster to a ClusterPrefab
|
||||
/// </summary>
|
||||
/// <param name="prefab">The prefab to copy</param>
|
||||
/// <param name="parent">The prefab in which the new copy is placed</param>
|
||||
public Cluster(ClusterPrefab prefab, ClusterPrefab parent = null) {
|
||||
this.prefab = prefab;
|
||||
this.name = prefab.name;
|
||||
@ -45,6 +65,11 @@ public class Cluster : Nucleus {
|
||||
this.sortedNuclei = TopologicalSort(this.clusterNuclei);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clone a prefab.
|
||||
/// </summary>
|
||||
/// Strange that this does not take any parameters or return values.
|
||||
/// Where which the clone be found???
|
||||
private void ClonePrefab() {
|
||||
Nucleus[] prefabNuclei = this.prefab.nuclei.ToArray();
|
||||
// first clone the nuclei without their connections
|
||||
@ -99,7 +124,7 @@ public class Cluster : Nucleus {
|
||||
IReceptor clonedNucleus = clonedNuclei[nucleusIx] as IReceptor;
|
||||
if (prefabReceptor == prefabReceptor.nucleiArray[0]) {
|
||||
// We clone the array only for the first entry
|
||||
NucleusArray clonedArray = new(prefabReceptor.nucleiArray.Length, "array");
|
||||
NucleusArray clonedArray = new(prefabReceptor.nucleiArray.Length);
|
||||
int arrayIx = 0;
|
||||
foreach (Nucleus prefabArrayNucleus in prefabReceptor.nucleiArray) {
|
||||
int arrayNucleusIx = GetNucleusIndex(prefabNuclei, prefabArrayNucleus);
|
||||
@ -129,7 +154,12 @@ public class Cluster : Nucleus {
|
||||
}
|
||||
}
|
||||
|
||||
// Sort the nuclei in a correct evaluation order
|
||||
/// <summary>
|
||||
/// Sort the nuclei in a correct evaluation order
|
||||
/// </summary>
|
||||
/// <param name="nodes"></param>
|
||||
/// <returns></returns>
|
||||
/// <exception cref="InvalidOperationException"></exception>
|
||||
private List<Nucleus> TopologicalSort(List<Nucleus> nodes) {
|
||||
Dictionary<Nucleus, int> inDegree = new();
|
||||
foreach (Nucleus node in nodes)
|
||||
@ -508,3 +538,5 @@ public class Cluster : Nucleus {
|
||||
#endregion Update
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
140
Runtime/Scripts/ClusterPrefab.cs
Normal file
@ -0,0 +1,140 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NanoBrain {
|
||||
|
||||
/// <summary>
|
||||
/// The Unity ScriptableObject to implement re-usable Cluster Prefabs
|
||||
/// </summary>
|
||||
[CreateAssetMenu(menuName = "Passer/Cluster")]
|
||||
public class ClusterPrefab : ScriptableObject {
|
||||
/// The nuclei in this cluster
|
||||
[SerializeReference]
|
||||
public List<Nucleus> nuclei = new();
|
||||
|
||||
/// <summary>
|
||||
/// The output of this cluster
|
||||
/// </summary>
|
||||
/// <deprecated>This only returens the first(default) nucleus. Use outputs[0] instead</deprecated>
|
||||
public virtual Nucleus output => this.nuclei[0] as Nucleus;
|
||||
|
||||
/// <summary>
|
||||
/// The nuclei in this cluster which are meant for receiving signals from outside the cluster
|
||||
/// </summary>
|
||||
/// <remark>This is currently the nuclei which do not have any incoming synapse</remark>
|
||||
public List<Nucleus> _inputs = null;
|
||||
public virtual List<Nucleus> inputs {
|
||||
get {
|
||||
if (this._inputs == null) {
|
||||
this._inputs = new();
|
||||
foreach (Nucleus receptor in this.nuclei) {
|
||||
if (receptor is Nucleus nucleus) {
|
||||
// inputs have no incoming synapses yet.
|
||||
if (nucleus.synapses.Count == 0)
|
||||
this._inputs.Add(nucleus);
|
||||
}
|
||||
}
|
||||
}
|
||||
return this._inputs;
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// The nuclei in this cluster which are meant for sending signals onward
|
||||
/// </summary>
|
||||
private List<Nucleus> _outputs = null;
|
||||
public List<Nucleus> outputs {
|
||||
get {
|
||||
if (this._outputs == null)
|
||||
RefreshOutputs();
|
||||
return this._outputs;
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// Redetermine the outpus in the cluster
|
||||
/// </summary>
|
||||
public void RefreshOutputs() {
|
||||
this._outputs = new();
|
||||
foreach (Nucleus nucleus in this.nuclei) {
|
||||
if (nucleus is Neuron neuron && neuron.receivers.Count == 0)
|
||||
this._outputs.Add(nucleus);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Retrieve a nucleus in this cluster
|
||||
/// </summary>
|
||||
/// <param name="nucleusName">The name of the nucleus</param>
|
||||
/// <returns>The Nucleus with the given name or null if no such Nucleus could be found</returns>
|
||||
public Nucleus GetNucleus(string nucleusName) {
|
||||
foreach (Nucleus nucleus in this.nuclei) {
|
||||
if (nucleus.name == nucleusName)
|
||||
return nucleus;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
// Call this function to ensure that there is at least one nucleus
|
||||
// This is an invariant and should be ensured before the nucleus is used
|
||||
// because output requires it.
|
||||
public void EnsureInitialization() {
|
||||
nuclei ??= new List<Nucleus>();
|
||||
if (nuclei.Count == 0)
|
||||
new Neuron(this, "Output"); // Every cluster should have at least 1 neuron
|
||||
}
|
||||
|
||||
public void GarbageCollection() {
|
||||
HashSet<Nucleus> visitedNuclei = new();
|
||||
foreach (Nucleus output in this.outputs)
|
||||
MarkNuclei(visitedNuclei, output);
|
||||
//Debug.Log($"Garbage collection found {visitedNuclei.Count} Nuclei");
|
||||
this.nuclei.RemoveAll(nucleus => visitedNuclei.Contains(nucleus) == false);
|
||||
}
|
||||
|
||||
public void MarkNuclei(HashSet<Nucleus> visitedNuclei, Nucleus nucleus) {
|
||||
if (nucleus is null)
|
||||
return;
|
||||
|
||||
if (nucleus.parent != null && nucleus.parent.prefab != this)
|
||||
visitedNuclei.Add(nucleus.parent);
|
||||
else
|
||||
visitedNuclei.Add(nucleus);
|
||||
if (nucleus.synapses != null) {
|
||||
HashSet<Synapse> visitedSynapses = new();
|
||||
foreach (Synapse synapse in nucleus.synapses) {
|
||||
if (synapse != null && synapse.neuron != null) {
|
||||
visitedSynapses.Add(synapse);
|
||||
if (synapse.neuron is Nucleus synapse_nucleus)
|
||||
MarkNuclei(visitedNuclei, synapse_nucleus);
|
||||
}
|
||||
}
|
||||
nucleus.synapses.RemoveAll(synapse => visitedSynapses.Contains(synapse) == false);
|
||||
}
|
||||
if (nucleus is Neuron neuron && neuron.receivers != null) {
|
||||
HashSet<Nucleus> visitedReceivers = new();
|
||||
foreach (Nucleus receiver in neuron.receivers) {
|
||||
if (receiver != null && receiver != null) {
|
||||
visitedReceivers.Add(receiver);
|
||||
visitedNuclei.Add(receiver);
|
||||
}
|
||||
}
|
||||
neuron.receivers.RemoveAll(receiver => visitedReceivers.Contains(receiver) == false);
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void UpdateNuclei() {
|
||||
foreach (Nucleus nucleus in this.nuclei)
|
||||
nucleus.UpdateNuclei();
|
||||
}
|
||||
|
||||
public int GetNucleusIndex(Nucleus receiver) {
|
||||
int ix = 0;
|
||||
foreach (Nucleus nucleus in this.nuclei) {
|
||||
if (receiver == nucleus)
|
||||
return ix;
|
||||
ix++;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
11
Runtime/Scripts/ClusterPrefab.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 60a957541c24c57e78018c202ebb1d9b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: 288088fdc016525a59f83f1c608e514d, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -7,6 +7,8 @@ using static Unity.Mathematics.math;
|
||||
#endif
|
||||
using System.Linq;
|
||||
|
||||
namespace NanoBrain {
|
||||
|
||||
[Serializable]
|
||||
public class ClusterReceptor : Cluster, IReceptor {
|
||||
public ClusterReceptor(ClusterPrefab prefab, Cluster parent, string name) : base(prefab, parent) {
|
||||
@ -271,3 +273,5 @@ public class ClusterReceptor : Cluster, IReceptor {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
123
Runtime/Scripts/IReceptor.cs
Normal file
@ -0,0 +1,123 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace NanoBrain {
|
||||
|
||||
/// <summary>
|
||||
/// A Receptor is a Nucleus which can receive input (called Stimulus) from outside the the cluster/brain
|
||||
/// </summary>
|
||||
/// It has the ability to distinguish stimuli from different things using an array of Nuclei
|
||||
public interface IReceptor {
|
||||
/// <summary>
|
||||
/// Get the name of the receptor
|
||||
/// </summary>
|
||||
/// <returns>The name of the receptor</returns>
|
||||
public string GetName();
|
||||
|
||||
/// <summary>
|
||||
/// The array of nuclei used to track multiple things sending stimuli
|
||||
/// </summary>
|
||||
/// The size of the array determines the maximum number of things which can be distinguished
|
||||
public Nucleus[] nucleiArray { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Extends the nucleiArray with an additional element
|
||||
/// </summary>
|
||||
/// <param name="prefab">A prefab of the nucleus to add?</param>
|
||||
public void AddReceptorElement(ClusterPrefab prefab);
|
||||
/// <summary>
|
||||
/// Removes the last element from the nucleiArray
|
||||
/// </summary>
|
||||
public void RemoveReceptorElement();
|
||||
|
||||
/// <summary>
|
||||
/// Add a receiver for this receptor array
|
||||
/// </summary>
|
||||
/// <param name="receiverToAdd">The receiving Nucleus</param>
|
||||
/// <param name="weight">The initial weight to use for the synapses</param>
|
||||
/// This function will add a synapse to the receiver for each element in the nucleiArray.
|
||||
public void AddArrayReceiver(Nucleus receiverToAdd, float weight = 1);
|
||||
|
||||
/// <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 void ProcessStimulus(Vector3 inputValue, int thingId = 0, string thingName = null);
|
||||
}
|
||||
|
||||
public static class IReceptorHelpers {
|
||||
|
||||
/// <summary>
|
||||
/// Implementation for the NanoBrain::IReceptor::AddReceptorElement which can be used for all implementations of IReceptor
|
||||
/// </summary>
|
||||
/// <param name="receptor">The IReceptor which needs to extend its nucleiArray</param>
|
||||
/// <param name="prefab">A prefab of the nucleus to add?</param>
|
||||
public static void AddReceptorElement(IReceptor receptor, ClusterPrefab prefab) {
|
||||
if (receptor.nucleiArray.Length == 0) {
|
||||
Debug.LogError("Empty perceptoid array, cannot add");
|
||||
}
|
||||
int newLength = receptor.nucleiArray.Length + 1;
|
||||
Nucleus[] newArray = new Nucleus[newLength];
|
||||
|
||||
string baseName = receptor.GetName();
|
||||
int colonPos = baseName.IndexOf(":");
|
||||
if (colonPos > 0)
|
||||
baseName = baseName[..colonPos];
|
||||
|
||||
for (int i = 0; i < receptor.nucleiArray.Length; i++)
|
||||
newArray[i] = receptor.nucleiArray[i];
|
||||
if (receptor.nucleiArray[0] is Nucleus nucleus) {
|
||||
newArray[newLength - 1] = nucleus.Clone(prefab);
|
||||
newArray[newLength - 1].name = $"{baseName}: {newLength - 1}";
|
||||
}
|
||||
|
||||
foreach (Nucleus element in receptor.nucleiArray) {
|
||||
if (element is IReceptor receptorElement) {
|
||||
receptorElement.nucleiArray = newArray;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Implementation for the NanoBrain::IReceptor::RemoteReceptorElement which can be used for all implementations of IReceptor
|
||||
/// </summary>
|
||||
/// <param name="receptor">The IReceptor which needs to shorten its nucleiArray</param>
|
||||
public static void RemoveReceptorElement(IReceptor receptor) {
|
||||
int newLength = receptor.nucleiArray.Length - 1;
|
||||
if (newLength == 0) {
|
||||
Debug.LogWarning("Perceptoid array cannot be empty");
|
||||
}
|
||||
Nucleus[] newArray = new Nucleus[newLength];
|
||||
for (int i = 0; i < newLength; i++)
|
||||
newArray[i] = receptor.nucleiArray[i];
|
||||
// Delete the last perception
|
||||
if (receptor.nucleiArray[newLength] is Nucleus nucleus)
|
||||
Neuron.Delete(nucleus);
|
||||
|
||||
foreach (Nucleus element in receptor.nucleiArray) {
|
||||
if (element is IReceptor receptorElement) {
|
||||
receptorElement.nucleiArray = newArray;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Implementation for the NanoBreain::IRceptor::AddArrayReceiver which can be used for all implementations of IReceptor
|
||||
/// </summary>
|
||||
/// <param name="receptor">The IReceptor for which a receiving nuclues needs to be added</param>
|
||||
/// <param name="receiverToAdd">The nucleus to receive input from the receptor</param>
|
||||
/// <param name="weight">The initial weight for the synapses</param>
|
||||
public static void AddArrayReceiver(IReceptor receptor, Nucleus receiverToAdd, float weight = 1) {
|
||||
foreach (Nucleus element in receptor.nucleiArray) {
|
||||
if (element is Cluster cluster)
|
||||
cluster.defaultOutput.AddReceiver(receiverToAdd, weight);
|
||||
if (element is Neuron neuron)
|
||||
neuron.AddReceiver(receiverToAdd, weight);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
73
Runtime/Scripts/MemoryCell.cs
Normal file
@ -0,0 +1,73 @@
|
||||
using System;
|
||||
#if UNITY_MATHEMATICS
|
||||
using Unity.Mathematics;
|
||||
#endif
|
||||
|
||||
namespace NanoBrain {
|
||||
|
||||
/// <summary>
|
||||
/// A MemoryCell stored its value for one update
|
||||
/// </summary>
|
||||
/// When the input for a Memory Cell changes, it will output the previous value
|
||||
[Serializable]
|
||||
public class MemoryCell : Neuron {
|
||||
|
||||
public MemoryCell(ClusterPrefab cluster, string name) : base(cluster, name) { }
|
||||
public MemoryCell(Cluster parent, string name) : base(parent, name) { }
|
||||
|
||||
public bool staticMemory = false;
|
||||
public override bool isSleeping {
|
||||
get {
|
||||
if (staticMemory)
|
||||
return false;
|
||||
|
||||
return base.isSleeping;
|
||||
}
|
||||
}
|
||||
|
||||
public override Nucleus ShallowCloneTo(Cluster newParent) {
|
||||
MemoryCell clone = new(newParent, this.name);
|
||||
CloneFields(clone);
|
||||
clone.staticMemory = this.staticMemory;
|
||||
return clone;
|
||||
}
|
||||
|
||||
#region State
|
||||
|
||||
private bool initialized = false;
|
||||
|
||||
#if UNITY_MATHEMATICS
|
||||
private float3 _memorizedValue;
|
||||
#else
|
||||
private UnityEngine.Vector3 _memorizedValue;
|
||||
#endif
|
||||
|
||||
public override void UpdateStateIsolated() {
|
||||
// A memorycell does not have an activation function
|
||||
var result = Combinator();
|
||||
|
||||
if (initialized)
|
||||
// Output the previous, memorized value
|
||||
this.outputValue = this._memorizedValue;
|
||||
else {
|
||||
// The first time, the result is directly set in output
|
||||
this.outputValue = result;
|
||||
this.initialized = true;
|
||||
}
|
||||
|
||||
// Store the result for the next time
|
||||
this._memorizedValue = result;
|
||||
}
|
||||
|
||||
public override void UpdateNuclei() {
|
||||
if (staticMemory)
|
||||
// Static memory does not get stale or go to sleep
|
||||
return;
|
||||
|
||||
base.UpdateNuclei();
|
||||
}
|
||||
|
||||
#endregion State
|
||||
}
|
||||
|
||||
}
|
||||
51
Runtime/Scripts/NanoBrain.cs
Normal file
@ -0,0 +1,51 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NanoBrain {
|
||||
|
||||
/// <summary>
|
||||
/// The NanoBrain Unity Componnent
|
||||
/// </summary>
|
||||
/// This implements the top-level NanoBrain Cluster
|
||||
public class NanoBrain : MonoBehaviour {
|
||||
/// <summary>
|
||||
/// The Cluster prefab from which the cluster is created
|
||||
/// </summary>
|
||||
public ClusterPrefab defaultBrain;
|
||||
|
||||
[NonSerialized]
|
||||
private Cluster brainInstance;
|
||||
/// <summary>
|
||||
/// The cluster isntance
|
||||
/// </summary>
|
||||
public Cluster brain {
|
||||
get {
|
||||
if (brainInstance == null && defaultBrain != null) {
|
||||
brainInstance = new Cluster(defaultBrain) {
|
||||
name = defaultBrain.name + " (Instance)"
|
||||
};
|
||||
}
|
||||
return brainInstance;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update the weight for all Synapses coming from the Neuron with the given name
|
||||
/// </summary>
|
||||
/// <param name="brain">The cluster in which the synapses are updated</param>
|
||||
/// <param name="name">The name of the Neuron for which the weights are updated</param>
|
||||
/// <param name="weight">The new Synapse weight</param>
|
||||
public static void UpdateWeight(Cluster brain, string name, float weight) {
|
||||
Nucleus root = brain.defaultOutput;
|
||||
foreach (Synapse synapse in root.synapses) {
|
||||
if (synapse.neuron.name == name) {
|
||||
if (synapse.weight != weight) {
|
||||
synapse.weight = weight;
|
||||
// Debug.Log($"Updated weight for {name}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
476
Runtime/Scripts/Neuron.cs
Normal file
@ -0,0 +1,476 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
#if UNITY_MATHEMATICS
|
||||
using Unity.Mathematics;
|
||||
using static Unity.Mathematics.math;
|
||||
#endif
|
||||
|
||||
namespace NanoBrain {
|
||||
|
||||
/// <summary>
|
||||
/// A neuron is a basic Nucleus
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
public class Neuron : Nucleus {
|
||||
|
||||
/// <summary>
|
||||
/// Create a new Neuron in a Cluster instance
|
||||
/// </summary>
|
||||
/// <param name="parent">The parent cluster in which the new Neuron should be created</param>
|
||||
/// <param name="name">The name of the new Neuron</param>
|
||||
public Neuron(Cluster parent, string name) {
|
||||
this.parent = parent;
|
||||
this.name = name;
|
||||
this.parent?.clusterNuclei.Add(this);
|
||||
}
|
||||
/// <summary>
|
||||
/// Create a new Neuron in a Cluster Prefab
|
||||
/// </summary>
|
||||
/// <param name="prefab">The Cluster Preafb in which the new Neuron should be created</param>
|
||||
/// <param name="name">The name of the new Neuron</param>
|
||||
public Neuron(ClusterPrefab prefab, string name) {
|
||||
this.clusterPrefab = prefab;
|
||||
this.name = name;
|
||||
if (this.clusterPrefab != null)
|
||||
this.clusterPrefab.nuclei.Add(this);
|
||||
else
|
||||
Debug.LogError("No prefab when adding neuron to prefab");
|
||||
}
|
||||
|
||||
#region Serialization
|
||||
|
||||
/// <summary>
|
||||
/// The type of combinators
|
||||
/// </summary>
|
||||
/// A combinator combines the weighted values of the synapses to a single value
|
||||
public enum CombinatorType {
|
||||
/// Add the weighted values together
|
||||
Sum,
|
||||
/// Multiply the weighted values
|
||||
Product,
|
||||
/// Take the maximum of all the weighted values
|
||||
Max,
|
||||
}
|
||||
/// <summary>
|
||||
/// The type of combinator used for this Neuron
|
||||
/// </summary>
|
||||
public CombinatorType combinator = CombinatorType.Sum;
|
||||
|
||||
/// <summary>
|
||||
/// The type of
|
||||
/// </summary>
|
||||
public enum CurvePresets {
|
||||
Linear,
|
||||
Power,
|
||||
Sqrt,
|
||||
Reciprocal,
|
||||
Custom
|
||||
}
|
||||
[SerializeField]
|
||||
public CurvePresets _curvePreset;
|
||||
public CurvePresets curvePreset {
|
||||
get { return _curvePreset; }
|
||||
set {
|
||||
_curvePreset = value;
|
||||
this.curve = GenerateCurve();
|
||||
}
|
||||
}
|
||||
public AnimationCurve curve;
|
||||
public float curveMax = 1.0f;
|
||||
|
||||
public AnimationCurve GenerateCurve() {
|
||||
switch (this.curvePreset) {
|
||||
case CurvePresets.Linear:
|
||||
this.curveMax = 1;
|
||||
return Presets.Linear(1);
|
||||
case CurvePresets.Power:
|
||||
this.curveMax = 1;
|
||||
return Presets.Power(2.0f, 1);
|
||||
case CurvePresets.Sqrt:
|
||||
this.curveMax = 1;
|
||||
return Presets.Power(0.5f, 1);
|
||||
case CurvePresets.Reciprocal:
|
||||
this.curveMax = 1 / 0.01f * 1;
|
||||
return Presets.Reciprocal(1);
|
||||
default:
|
||||
this.curveMax = 1;
|
||||
return this.curve;
|
||||
}
|
||||
}
|
||||
|
||||
public static class Presets {
|
||||
private const int samples = 32;
|
||||
public static AnimationCurve Linear(float weight) {
|
||||
return AnimationCurve.Linear(0f, 0f, 1000f, weight * 1000);
|
||||
}
|
||||
public static AnimationCurve Power(float exponent, float weight) {
|
||||
// build keyframes
|
||||
Keyframe[] keys = new Keyframe[samples];
|
||||
for (int i = 0; i < samples; i++) {
|
||||
float t = i / (float)(samples - 1);
|
||||
float v = Mathf.Pow(t, exponent) * weight;
|
||||
keys[i] = new Keyframe(t, v);
|
||||
}
|
||||
|
||||
AnimationCurve curve = new(keys);
|
||||
|
||||
// set tangent modes for each key to Auto (smooth). Use Linear if you prefer straight segments.
|
||||
for (int i = 0; i < curve.length; i++) {
|
||||
AnimationUtility.SetKeyLeftTangentMode(curve, i, AnimationUtility.TangentMode.Auto);
|
||||
AnimationUtility.SetKeyRightTangentMode(curve, i, AnimationUtility.TangentMode.Auto);
|
||||
}
|
||||
|
||||
return curve;
|
||||
}
|
||||
public static AnimationCurve Reciprocal(float weight) {
|
||||
int samples = 128;
|
||||
float xMin = 0.001f;
|
||||
float xMax = 1;
|
||||
var keys = new Keyframe[samples];
|
||||
for (int i = 0; i < samples; i++) {
|
||||
float t = i / (float)(samples - 1);
|
||||
float x = Mathf.Lerp(xMin, xMax, t);
|
||||
float y = 1f / x * weight;
|
||||
keys[i] = new Keyframe(x, y);
|
||||
}
|
||||
var curve = new AnimationCurve(keys);
|
||||
for (int i = 0; i < curve.length; i++) {
|
||||
AnimationUtility.SetKeyLeftTangentMode(curve, i, AnimationUtility.TangentMode.Linear);
|
||||
AnimationUtility.SetKeyRightTangentMode(curve, i, AnimationUtility.TangentMode.Linear);
|
||||
}
|
||||
return curve;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion Serialization
|
||||
|
||||
#if UNITY_MATHEMATICS
|
||||
|
||||
protected float3 _outputValue;
|
||||
public virtual float3 outputValue {
|
||||
get { return _outputValue; }
|
||||
set {
|
||||
_outputValue = value;
|
||||
if (this.isFiring)
|
||||
WhenFiring?.Invoke();
|
||||
}
|
||||
}
|
||||
public float outputMagnitude => length(_outputValue);
|
||||
public float outputSqrMagnitude => lengthsq(_outputValue);
|
||||
|
||||
#else
|
||||
|
||||
protected Vector3 _outputValue;
|
||||
public virtual Vector3 outputValue {
|
||||
get { return _outputValue; }
|
||||
set {
|
||||
_outputValue = value;
|
||||
if (this.isFiring)
|
||||
WhenFiring?.Invoke();
|
||||
}
|
||||
}
|
||||
public float outputMagnitude => _outputValue.magnitude;
|
||||
public float outputSqrMagnitude => _outputValue.sqrMagnitude;
|
||||
|
||||
#endif
|
||||
public bool isFiring => this.outputMagnitude > 0.5f;
|
||||
public Action WhenFiring;
|
||||
|
||||
|
||||
public virtual bool isSleeping => this.outputMagnitude == 0;
|
||||
|
||||
[NonSerialized]
|
||||
public int stale = 1000;
|
||||
public readonly int staleValueForSleep = 20;
|
||||
|
||||
/// \copydoc NanoBrain::Nucleus::ShallowCloneTo
|
||||
public override Nucleus ShallowCloneTo(Cluster newParent) {
|
||||
Neuron clone = new(newParent, this.name);
|
||||
CloneFields(clone);
|
||||
return clone;
|
||||
}
|
||||
|
||||
/// \copydoc NanoBrain::Nucleus::Clone
|
||||
public override Nucleus Clone(ClusterPrefab prefab) {
|
||||
Neuron clone = new(prefab, this.name);
|
||||
CloneFields(clone);
|
||||
foreach (Synapse synapse in this.synapses) {
|
||||
Synapse clonedSynapse = clone.AddSynapse(synapse.neuron);
|
||||
clonedSynapse.weight = synapse.weight;
|
||||
}
|
||||
foreach (Nucleus receiver in this.receivers) {
|
||||
clone.AddReceiver(receiver);
|
||||
}
|
||||
return clone;
|
||||
}
|
||||
|
||||
protected virtual void CloneFields(Neuron clone) {
|
||||
clone.clusterPrefab = this.clusterPrefab;
|
||||
clone.bias = this.bias;
|
||||
clone.combinator = this.combinator;
|
||||
clone.curve = this.curve;
|
||||
clone.curvePreset = this.curvePreset;
|
||||
clone.curveMax = this.curveMax;
|
||||
}
|
||||
|
||||
public static void Delete(Nucleus nucleus) {
|
||||
foreach (Synapse synapse in nucleus.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 {
|
||||
// No other links, delete it.
|
||||
Neuron.Delete(synapse_nucleus);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (nucleus is Neuron neuron) {
|
||||
foreach (Nucleus receiver in neuron.receivers) {
|
||||
if (receiver != null && receiver.synapses != null)
|
||||
receiver.synapses.RemoveAll(s => s.neuron == nucleus);
|
||||
}
|
||||
}
|
||||
else if (nucleus is Cluster cluster) {
|
||||
// remove all receivers for this cluster
|
||||
foreach (Neuron output in cluster.outputs) {
|
||||
foreach (Nucleus receiver in output.receivers) {
|
||||
receiver.synapses.RemoveAll(s => s.neuron == output);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (nucleus.clusterPrefab != null) {
|
||||
nucleus.clusterPrefab.nuclei.RemoveAll(n => n == nucleus);
|
||||
nucleus.clusterPrefab.RefreshOutputs();
|
||||
nucleus.clusterPrefab.GarbageCollection();
|
||||
}
|
||||
}
|
||||
|
||||
public override void UpdateStateIsolated() {
|
||||
var result = Combinator();
|
||||
this.outputValue = Activator(result);
|
||||
}
|
||||
|
||||
#region Combinator
|
||||
|
||||
#if UNITY_MATHEMATICS
|
||||
|
||||
protected Func<float3> Combinator => combinator switch {
|
||||
CombinatorType.Sum => CombinatorSum,
|
||||
CombinatorType.Product => CombinatorProduct,
|
||||
CombinatorType.Max => CombinatorMax,
|
||||
_ => CombinatorSum
|
||||
};
|
||||
|
||||
public float3 CombinatorSum() {
|
||||
float3 sum = this.bias;
|
||||
foreach (Synapse synapse in this.synapses)
|
||||
sum += synapse.weight * synapse.neuron.outputValue;
|
||||
return sum;
|
||||
}
|
||||
|
||||
public float3 CombinatorProduct() {
|
||||
float3 product = this.bias;
|
||||
foreach (Synapse synapse in this.synapses) {
|
||||
product *= synapse.weight * synapse.neuron.outputValue;
|
||||
}
|
||||
return product;
|
||||
}
|
||||
|
||||
public float3 CombinatorMax() {
|
||||
float3 max = this.bias;
|
||||
float maxLength = length(max);
|
||||
|
||||
//Applying the weight factors
|
||||
foreach (Synapse synapse in this.synapses) {
|
||||
float3 input = synapse.weight * synapse.neuron.outputValue;
|
||||
|
||||
float inputLength = length(input);
|
||||
if (inputLength > maxLength) {
|
||||
max = input;
|
||||
maxLength = inputLength;
|
||||
}
|
||||
}
|
||||
return max;
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
protected Func<Vector3> Combinator => combinator switch {
|
||||
CombinatorType.Sum => CombinatorSum,
|
||||
CombinatorType.Product => CombinatorProduct,
|
||||
CombinatorType.Max => CombinatorMax,
|
||||
_ => CombinatorSum
|
||||
};
|
||||
|
||||
public Vector3 CombinatorSum() {
|
||||
Vector3 sum = this.bias;
|
||||
foreach (Synapse synapse in this.synapses)
|
||||
sum += synapse.weight * synapse.neuron.outputValue;
|
||||
return sum;
|
||||
}
|
||||
|
||||
public Vector3 CombinatorProduct() {
|
||||
Vector3 product = this.bias;
|
||||
foreach (Synapse synapse in this.synapses) {
|
||||
//product *= synapse.weight * synapse.neuron.outputValue;
|
||||
product = Vector3.Scale(product, synapse.weight * synapse.neuron.outputValue);
|
||||
}
|
||||
return product;
|
||||
}
|
||||
|
||||
public Vector3 CombinatorMax() {
|
||||
Vector3 max = this.bias;
|
||||
float maxLength = max.magnitude;
|
||||
|
||||
//Applying the weight factors
|
||||
foreach (Synapse synapse in this.synapses) {
|
||||
Vector3 input = synapse.weight * synapse.neuron.outputValue;
|
||||
|
||||
float inputLength = input.magnitude;
|
||||
if (inputLength > maxLength) {
|
||||
max = input;
|
||||
maxLength = inputLength;
|
||||
}
|
||||
}
|
||||
return max;
|
||||
}
|
||||
#endif
|
||||
#endregion Combinator
|
||||
|
||||
#region Activator
|
||||
|
||||
#if UNITY_MATHEMATICS
|
||||
|
||||
public Func<float3, float3> Activator => this.curvePreset switch {
|
||||
CurvePresets.Linear => ActivatorLinear,
|
||||
CurvePresets.Sqrt => ActivatorSqrt,
|
||||
CurvePresets.Power => ActivatorPower,
|
||||
CurvePresets.Reciprocal => ActivatorReciprocal,
|
||||
_ => ActivatorCustom
|
||||
};
|
||||
|
||||
protected float3 ActivatorLinear(float3 input) {
|
||||
return input;
|
||||
}
|
||||
|
||||
protected float3 ActivatorSqrt(float3 input) {
|
||||
float3 result = normalize(input) * System.MathF.Sqrt(length(input));
|
||||
return result;
|
||||
}
|
||||
|
||||
protected float3 ActivatorPower(float3 input) {
|
||||
float3 result = normalize(input) * System.MathF.Pow(length(input), 2);
|
||||
return result;
|
||||
}
|
||||
|
||||
protected float3 ActivatorReciprocal(float3 input) {
|
||||
float magnitude = length(input);
|
||||
if (magnitude == 0)
|
||||
return new float3(0, 0, 0);
|
||||
|
||||
float3 result = normalize(input) * (1 / magnitude);
|
||||
return result;
|
||||
}
|
||||
|
||||
protected float3 ActivatorCustom(float3 input) {
|
||||
float activatedValue = this.curve.Evaluate(length(input));
|
||||
float3 result = normalize(input) * activatedValue;
|
||||
return result;
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
public Func<Vector3, Vector3> Activator => this.curvePreset switch {
|
||||
CurvePresets.Linear => ActivatorLinear,
|
||||
CurvePresets.Sqrt => ActivatorSqrt,
|
||||
CurvePresets.Power => ActivatorPower,
|
||||
CurvePresets.Reciprocal => ActivatorReciprocal,
|
||||
_ => ActivatorCustom
|
||||
};
|
||||
|
||||
protected Vector3 ActivatorLinear(Vector3 input) {
|
||||
return input;
|
||||
}
|
||||
|
||||
protected Vector3 ActivatorSqrt(Vector3 input) {
|
||||
Vector3 result = input.normalized * System.MathF.Sqrt(input.magnitude);
|
||||
return result;
|
||||
}
|
||||
|
||||
protected Vector3 ActivatorPower(Vector3 input) {
|
||||
Vector3 result = input.normalized * System.MathF.Pow(input.magnitude, 2);
|
||||
return result;
|
||||
}
|
||||
|
||||
protected Vector3 ActivatorReciprocal(Vector3 input) {
|
||||
float magnitude = input.magnitude;
|
||||
if (magnitude == 0)
|
||||
return new Vector3(0, 0, 0);
|
||||
|
||||
Vector3 result = input.normalized * (1 / magnitude);
|
||||
return result;
|
||||
}
|
||||
|
||||
protected Vector3 ActivatorCustom(Vector3 input) {
|
||||
float activatedValue = this.curve.Evaluate(input.magnitude);
|
||||
Vector3 result = input.normalized * activatedValue;
|
||||
return result;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#endregion Activator
|
||||
|
||||
#region Receivers
|
||||
|
||||
[SerializeReference]
|
||||
private List<Nucleus> _receivers = new();
|
||||
public virtual List<Nucleus> receivers {
|
||||
get { return _receivers; }
|
||||
set { _receivers = value; }
|
||||
}
|
||||
|
||||
public virtual void AddReceiver(Nucleus receiverToAdd, float weight = 1) {
|
||||
this._receivers.Add(receiverToAdd);
|
||||
receiverToAdd.AddSynapse(this, weight);
|
||||
}
|
||||
|
||||
public virtual void RemoveReceiver(Nucleus receiverToRemove) {
|
||||
if (this is IReceptor receptor) {
|
||||
foreach (Nucleus element in receptor.nucleiArray) {
|
||||
if (element is Neuron neuron) {
|
||||
neuron._receivers.RemoveAll(receiver => receiver == receiverToRemove);
|
||||
receiverToRemove.synapses.RemoveAll(synapse => synapse.neuron == neuron);
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
this._receivers.RemoveAll(receiver => receiver == receiverToRemove);
|
||||
receiverToRemove.synapses.RemoveAll(synapse => synapse.neuron == this);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#endregion Receivers
|
||||
|
||||
public override void ProcessStimulus(Vector3 inputValue, int thingId = 0, string thingName = null) {
|
||||
if (this.parent is ClusterReceptor clusterReceptor)
|
||||
clusterReceptor.ProcessStimulus(this, inputValue, thingId, thingName);
|
||||
else
|
||||
ProcessStimulusDirect(inputValue, thingId, thingName);
|
||||
}
|
||||
|
||||
public void ProcessStimulusDirect(Vector3 inputValue, int thingId = 0, string thingName = null) {
|
||||
this.stale = 0;
|
||||
this.bias = inputValue;
|
||||
this.parent.UpdateFromNucleus(this);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
147
Runtime/Scripts/Nucleus.cs
Normal file
@ -0,0 +1,147 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// The Nanobrain namespace
|
||||
/// </summary>
|
||||
namespace NanoBrain {
|
||||
|
||||
/// <summary>
|
||||
/// A Nucleus is a basic element in a brain cluster
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
public abstract class Nucleus {
|
||||
/// <summary>
|
||||
/// The name of the Nucleus
|
||||
/// </summary>
|
||||
public string name;
|
||||
|
||||
/// <summary>
|
||||
/// The cluster prefab in which the nucleus is located
|
||||
/// </summary>
|
||||
[SerializeReference]
|
||||
public ClusterPrefab clusterPrefab;
|
||||
/// <summary>
|
||||
/// The cluster instance in which the nucleus is located
|
||||
/// </summary>
|
||||
[SerializeReference]
|
||||
public Cluster parent;
|
||||
|
||||
/// <summary>
|
||||
/// Toggle for printing debugging trace data
|
||||
/// </summary>
|
||||
public bool trace = false;
|
||||
|
||||
/// <summary>
|
||||
/// Function to make a partial clone of this nucleus
|
||||
/// </summary>
|
||||
/// <param name="parent">The cluster in which the cloned nucleus should be placed</param>
|
||||
/// <returns></returns>
|
||||
public abstract Nucleus ShallowCloneTo(Cluster parent);
|
||||
/// <summary>
|
||||
/// Function to clone a nucleus to a Cluster prefab
|
||||
/// </summary>
|
||||
/// <param name="prefab"></param>
|
||||
/// <returns></returns>
|
||||
public abstract Nucleus Clone(ClusterPrefab prefab);
|
||||
|
||||
/// <summary>
|
||||
/// The types of Nucleus
|
||||
/// </summary>
|
||||
public enum Type {
|
||||
None,
|
||||
Neuron,
|
||||
MemoryCell,
|
||||
Cluster,
|
||||
Receptor,
|
||||
ClusterReceptor,
|
||||
}
|
||||
|
||||
#region Synapses
|
||||
|
||||
/// <summary>
|
||||
/// The bias of the nucleus
|
||||
/// </summary>
|
||||
/// The bias which a value which is always added to the combined value of the nucleus
|
||||
/// It does not have a synapse and therefore no weight of source nucleus
|
||||
public Vector3 bias = Vector3.zero;
|
||||
|
||||
[SerializeField]
|
||||
private List<Synapse> _synapses = new();
|
||||
/// <summary>
|
||||
/// The synapses of the nucleus
|
||||
/// </summary>
|
||||
public List<Synapse> synapses => _synapses;
|
||||
|
||||
/// <summary>
|
||||
/// Add a new synapse to this nuclues
|
||||
/// </summary>
|
||||
/// <param name="sendingNucleus">The nucleus from which the signals may originate</param>
|
||||
/// <param name="weight">The weight applied to the input. Default value = 1</param>
|
||||
/// <returns>The created Synapse</returns>
|
||||
/// This will add a new input to this nucleus with the given weight.
|
||||
public Synapse AddSynapse(Neuron sendingNucleus, float weight = 1) {
|
||||
Synapse synapse = new(sendingNucleus, weight);
|
||||
this.synapses.Add(synapse);
|
||||
return synapse;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Find a synapse
|
||||
/// </summary>
|
||||
/// <param name="sender">The sender of the input to the Synapse</param>
|
||||
/// <returns>The found Synapse or null when the sender has no synapse to this nucleus.</returns>
|
||||
public Synapse GetSynapse(Nucleus sender) {
|
||||
foreach (Synapse synapse in this.synapses)
|
||||
if (synapse.neuron == sender)
|
||||
return synapse;
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remove a synapse from a Nucleus
|
||||
/// </summary>
|
||||
/// <param name="sendingNucleus">Remote the synapse connecting to this Nucleus</param>
|
||||
public void RemoveSynapse(Nucleus sendingNucleus) {
|
||||
this.synapses.RemoveAll(synapse => synapse.neuron == sendingNucleus);
|
||||
}
|
||||
|
||||
#endregion Synapses
|
||||
|
||||
#region Update
|
||||
|
||||
/// <summary>
|
||||
/// Update the state without updating other Nuclei
|
||||
/// </summary>
|
||||
public abstract void UpdateStateIsolated();
|
||||
|
||||
/// <summary>
|
||||
/// Update the state and recursively all Nuclei receiving data from this Nucleus
|
||||
/// </summary>
|
||||
public virtual void UpdateNuclei() {
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the bias, recalculate the output and update all Nuclei receiving from this Nucleus
|
||||
/// </summary>
|
||||
/// <param name="inputValue"></param>
|
||||
public virtual void SetBias(Vector3 inputValue) {
|
||||
this.bias = inputValue;
|
||||
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
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
197
Runtime/Scripts/NucleusArray.cs
Normal file
@ -0,0 +1,197 @@
|
||||
using System.Linq;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
#if UNITY_MATHEMATICS
|
||||
using Unity.Mathematics;
|
||||
using static Unity.Mathematics.math;
|
||||
#endif
|
||||
|
||||
namespace NanoBrain {
|
||||
|
||||
/// <summary>
|
||||
/// Class to manage an array of nuclei for an IReceptor
|
||||
/// </summary>
|
||||
/// Would love to get rid of this class.
|
||||
[System.Serializable]
|
||||
public class NucleusArray {
|
||||
/// <summary>
|
||||
/// The nuclei in this array
|
||||
/// </summary>
|
||||
[SerializeReference]
|
||||
private Nucleus[] _nuclei;
|
||||
public Nucleus[] nuclei {
|
||||
get {
|
||||
return _nuclei;
|
||||
}
|
||||
set {
|
||||
_nuclei = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create a new NucleusArray with the given nucleus
|
||||
/// </summary>
|
||||
/// <param name="nucleus">The Nucleus to put in the NucleusArray</param>
|
||||
/// This results in an nucleus array of size 1
|
||||
public NucleusArray(Nucleus nucleus) {
|
||||
this._nuclei = new Nucleus[1];
|
||||
this._nuclei[0] = nucleus;
|
||||
}
|
||||
/// <summary>
|
||||
/// Create a new NucleusArray of the given size
|
||||
/// </summary>
|
||||
/// <param name="size">The size of the nucluesArray</param>
|
||||
public NucleusArray(int size) {
|
||||
this._nuclei = new Nucleus[size];
|
||||
}
|
||||
|
||||
|
||||
// public void AddNucleus(ClusterPrefab prefab) {
|
||||
// if (this._nuclei.Length == 0) {
|
||||
// Debug.LogError("Empty perceptoid array, cannot add");
|
||||
// return;
|
||||
// }
|
||||
// int newLength = this._nuclei.Length + 1;
|
||||
// Nucleus[] newArray = new Nucleus[newLength];
|
||||
|
||||
// for (int i = 0; i < this._nuclei.Length; i++)
|
||||
// newArray[i] = this._nuclei[i];
|
||||
// if (this._nuclei[0] is Nucleus nucleus) {
|
||||
// newArray[newLength - 1] = nucleus.Clone(prefab);
|
||||
// newArray[newLength - 1].name += $": {newLength - 1}";
|
||||
// }
|
||||
|
||||
// this._nuclei = newArray;
|
||||
// }
|
||||
|
||||
// public void RemoveNucleus() {
|
||||
// int newLength = this._nuclei.Length - 1;
|
||||
// if (newLength == 0) {
|
||||
// Debug.LogWarning("Perceptoid array cannot be empty");
|
||||
// return;
|
||||
// }
|
||||
// Nucleus[] newPerceptei = new Nucleus[newLength];
|
||||
// for (int i = 0; i < newLength; i++)
|
||||
// newPerceptei[i] = this._nuclei[i];
|
||||
// // Delete the last perception
|
||||
// if (this._nuclei[newLength] is Nucleus nucleus)
|
||||
// Neuron.Delete(nucleus); //this._nuclei[newLength]);
|
||||
|
||||
// this._nuclei = newPerceptei;
|
||||
// }
|
||||
|
||||
public Dictionary<int, Nucleus> thingReceivers = new();
|
||||
|
||||
#if UNITY_MATHEMATICS
|
||||
|
||||
private Nucleus FindReceiver(int thingId, float3 inputValue) {
|
||||
float inputMagnitude = length(inputValue);
|
||||
return FindReceiverMagnitude(thingId, inputMagnitude);
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
private Nucleus FindReceiver(int thingId, Vector3 inputValue) {
|
||||
float inputMagnitude = inputValue.magnitude;
|
||||
return FindReceiverMagnitude(thingId, inputMagnitude);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
private Nucleus FindReceiverMagnitude(int thingId, float inputMagnitude) {
|
||||
Neuron selectedReceiver = null;
|
||||
float selectedMagnitude = 0;
|
||||
foreach (Nucleus nucleusReceiver in this._nuclei) {
|
||||
if (nucleusReceiver is not Neuron receiver)
|
||||
continue;
|
||||
if (thingReceivers.ContainsValue(receiver) == false) {
|
||||
// We found an unusued receiver
|
||||
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);
|
||||
return receiver;
|
||||
}
|
||||
else if (selectedReceiver == null) {
|
||||
// If we haven't found a receiver yet, just start by taking the first
|
||||
selectedReceiver = receiver;
|
||||
selectedMagnitude = selectedReceiver.outputMagnitude;
|
||||
}
|
||||
// Look for the receiver with the lowest magnitude
|
||||
else {
|
||||
float magnitude = receiver.outputMagnitude;
|
||||
|
||||
if (magnitude < inputMagnitude && receiver.outputMagnitude < selectedMagnitude) {
|
||||
selectedReceiver = receiver;
|
||||
selectedMagnitude = selectedReceiver.outputMagnitude;
|
||||
}
|
||||
}
|
||||
}
|
||||
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;
|
||||
}
|
||||
|
||||
/// <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(int thingId, Vector3 inputValue, string thingName = null) {
|
||||
CleanupReceivers();
|
||||
|
||||
if (this._nuclei[0] is Neuron neuron)
|
||||
inputValue = neuron.Activator(inputValue);
|
||||
|
||||
if (!thingReceivers.TryGetValue(thingId, out Nucleus selectedReceiver)) {
|
||||
// No existing nucleus for this thing
|
||||
selectedReceiver = FindReceiver(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)
|
||||
selectedNucleus.ProcessStimulusDirect(inputValue);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remove a thing-receiver connection when the nucleus is inactive
|
||||
/// </summary>
|
||||
private void CleanupReceivers() {
|
||||
List<int> receiversToRemove = new();
|
||||
foreach (KeyValuePair<int, Nucleus> item in thingReceivers) {
|
||||
if (item.Value != null && item.Value is Neuron neuron && neuron.isSleeping)
|
||||
receiversToRemove.Add(item.Key);
|
||||
}
|
||||
foreach (int thingId in receiversToRemove) {
|
||||
Nucleus selectedReceiver = thingReceivers[thingId];
|
||||
|
||||
thingReceivers.Remove(thingId);
|
||||
|
||||
int colonPos = selectedReceiver.name.IndexOf(":");
|
||||
if (colonPos > 0)
|
||||
selectedReceiver.name = selectedReceiver.name[..colonPos];
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
113
Runtime/Scripts/Receptor.cs
Normal file
@ -0,0 +1,113 @@
|
||||
using UnityEngine;
|
||||
#if UNITY_MATHEMATICS
|
||||
using Unity.Mathematics;
|
||||
using static Unity.Mathematics.math;
|
||||
#endif
|
||||
|
||||
namespace NanoBrain {
|
||||
|
||||
/// <summary>
|
||||
/// Basic IReceptor to receive external input
|
||||
/// </summary>
|
||||
[System.Serializable]
|
||||
public class Receptor : Neuron, IReceptor {
|
||||
/// <summary>
|
||||
/// Create a new Receptor in a Cluster instance
|
||||
/// </summary>
|
||||
/// <param name="parent">The Cluster in which the Receptor is created</param>
|
||||
/// <param name="name">The name of the new Receptor</param>
|
||||
public Receptor(Cluster parent, string name) : base(parent, name) {
|
||||
this.array = new NucleusArray(this);
|
||||
if (this.name.IndexOf(":") < 0)
|
||||
this.name += ": 0";
|
||||
}
|
||||
/// <summary>
|
||||
/// Create a new Receptor in a Cluster Prefab
|
||||
/// </summary>
|
||||
/// <param name="prefab">The Cluster Prefab in which the Receptor is created</param>
|
||||
/// <param name="name">The name of the new Receptor</param>
|
||||
public Receptor(ClusterPrefab prefab, string name) : base(prefab, name) {
|
||||
this.array = new NucleusArray(this);
|
||||
}
|
||||
|
||||
public string GetName() {
|
||||
return this.name;
|
||||
}
|
||||
|
||||
/// \copydoc NanoBrain::Neuron::ShallowCloneTo
|
||||
public override Nucleus ShallowCloneTo(Cluster parent) {
|
||||
Receptor clone = new(parent, name) {
|
||||
|
||||
};
|
||||
CloneFields(clone);
|
||||
return clone;
|
||||
}
|
||||
/// \copydoc NanoBrain::Neuron::Clone
|
||||
public override Nucleus Clone(ClusterPrefab prefab) {
|
||||
Receptor clone = new(prefab, name) {
|
||||
array = this._array
|
||||
};
|
||||
CloneFields(clone);
|
||||
// Adding receivers will also add synapses to the receivers
|
||||
foreach (Nucleus receiver in this.receivers.ToArray())
|
||||
clone.AddReceiver(receiver);
|
||||
|
||||
return clone;
|
||||
}
|
||||
|
||||
[SerializeReference]
|
||||
private NucleusArray _array;
|
||||
public NucleusArray array {
|
||||
set { _array = value; }
|
||||
}
|
||||
|
||||
public Nucleus[] nucleiArray {
|
||||
get { return _array.nuclei; }
|
||||
set { _array.nuclei = value; }
|
||||
}
|
||||
|
||||
public void AddReceptorElement(ClusterPrefab prefab) {
|
||||
IReceptorHelpers.AddReceptorElement(this, prefab);
|
||||
}
|
||||
|
||||
public void RemoveReceptorElement() {
|
||||
IReceptorHelpers.RemoveReceptorElement(this);
|
||||
}
|
||||
|
||||
public virtual void AddArrayReceiver(Nucleus receiverToAdd, float weight = 1) {
|
||||
IReceptorHelpers.AddArrayReceiver(this, receiverToAdd, weight);
|
||||
}
|
||||
|
||||
public override void UpdateStateIsolated() {
|
||||
this.outputValue = this.bias;
|
||||
}
|
||||
|
||||
#if UNITY_MATHEMATICS
|
||||
|
||||
public override void UpdateNuclei() {
|
||||
this.stale++;
|
||||
if (this.stale > staleValueForSleep && lengthsq(this.bias) > 0) {
|
||||
this.bias = new float3(0, 0, 0);
|
||||
this.parent.UpdateFromNucleus(this);
|
||||
}
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
public override void UpdateNuclei() {
|
||||
this.stale++;
|
||||
if (this.stale > staleValueForSleep && this.bias.sqrMagnitude > 0) {
|
||||
this.bias = new Vector3(0, 0, 0);
|
||||
this.parent.UpdateFromNucleus(this);
|
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}
|
||||
}
|
||||
|
||||
|
||||
#endif
|
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public override void ProcessStimulus(Vector3 inputValue, int thingId = 0, string thingName = null) {
|
||||
this._array ??= new NucleusArray(this.parent);
|
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this._array.ProcessStimulus(thingId, inputValue, thingName);
|
||||
}
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}
|
||||
|
||||
}
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||||
33
Runtime/Scripts/Synapse.cs
Normal file
@ -0,0 +1,33 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NanoBrain {
|
||||
|
||||
/// <summary>
|
||||
/// A Synapse connects the ouput of a Neuron to another Neuron
|
||||
/// </summary>
|
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[Serializable]
|
||||
public class Synapse {
|
||||
/// <summary>
|
||||
/// The neuron from which input is received
|
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/// </summary>
|
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[SerializeReference]
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public Neuron neuron;
|
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/// <summary>
|
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/// The weight value to apply to the Neuron input
|
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/// </summary>
|
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public float weight;
|
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|
||||
/// <summary>
|
||||
/// Create a new Synapse
|
||||
/// </summary>
|
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/// <param name="nucleus">The neuron from which input is received</param>
|
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/// <param name="weight">The weight value to apply to the Neuron input</param>
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public Synapse(Neuron nucleus, float weight = 1.0f) {
|
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this.neuron = nucleus;
|
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this.weight = weight;
|
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}
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}
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||||
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}
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@ -1,8 +0,0 @@
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using UnityEngine;
|
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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15
Synapse.cs
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using System;
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using UnityEngine;
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[Serializable]
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public class Synapse {
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[SerializeReference]
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public Neuron neuron;
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public float weight;
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public Synapse(Neuron nucleus, float weight = 1.0f) {
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