using System; using UnityEngine; using Unity.Mathematics; namespace NanoBrain { /// /// A Synapse connects the ouput of a Neuron to another Neuron /// [Serializable] public class Synapse { /// /// The neuron from which input is received /// [SerializeReference] [HideInInspector] public Neuron neuron; /// /// The weight value to apply to the Neuron input /// public float weight; /// /// Indicator whether the weight can be trained /// public bool trainable = false; /// /// Create a new Synapse /// /// The neuron from which input is received /// The weight value to apply to the Neuron input public Synapse(Neuron nucleus, float weight = 1.0f) { this.neuron = nucleus; this.weight = weight; } public virtual void BackPropagation(Neuron receiver, float error, float learningRate) { float derivative = error; switch (receiver.activator) { case Neuron.ActivationType.Linear: derivative *= 1; break; case Neuron.ActivationType.Power: // untested derivative *= 2 * math.length(this.neuron.combination); break; case Neuron.ActivationType.Reciprocal: // untested derivative *= -1 / Mathf.Pow(math.length(this.neuron.combination), 2); break; default: Debug.Log("other activator"); break; } this.neuron.BackPropagation2(derivative * this.weight, learningRate); derivative *= math.length(this.neuron.activation); if (this.trainable) { float deltaWeight = learningRate * derivative; this.weight += deltaWeight; } } } }