using System; using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEditor; using Unity.Mathematics; using static Unity.Mathematics.math; [Serializable] public class Neuron : Nucleus { public Neuron(Cluster parent, string name) { this.parent = parent; this.name = name; this.parent?.nuclei.Add(this); } public Neuron(ClusterPrefab parent, string name) { this.cluster = parent; this.name = name; if (this.cluster != null) { this.cluster.nuclei.Add(this); } // else // Debug.LogError("No neuroid network"); } #region Serialization public enum CurvePresets { Linear, Power, Sqrt, Reciprocal, Custom } [SerializeField] private CurvePresets _curvePreset; public CurvePresets curvePreset { get { return _curvePreset; } set { _curvePreset = value; this.curve = GenerateCurve(); } } public AnimationCurve curve; public float curveMax = 1.0f; #region Parameters public bool average = false; #endregion Parameters 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 virtual void Deserialize(Neuron nucleus) { } #endregion Serialization #region Runtime state (not serialized) #region Activation 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 Activation #endregion Runtime state // this clone the nucleus without the synapses and receivers public override Nucleus ShallowCloneTo(Cluster newParent) { Neuron clone = new(newParent, this.name) { array = null, curve = this.curve, curvePreset = this.curvePreset, curveMax = this.curveMax, average = this.average }; return clone; } public override Nucleus Clone() { Neuron clone = new(this.cluster, this.name) { //Neuron clone = new(this.parent, this.name) { array = this.array, curve = this.curve, curvePreset = this.curvePreset, curveMax = this.curveMax, average = this.average }; // if (clone.cluster != null) // clone.cluster.nuclei.Add(clone); foreach (Synapse synapse in this.synapses) { Synapse clonedSynapse = clone.AddSynapse(synapse.nucleus); clonedSynapse.weight = synapse.weight; } foreach (Nucleus receiver in this.receivers) { clone.AddReceiver(receiver); } return clone; } public static void Delete(Nucleus nucleus) { foreach (Synapse synapse in nucleus.synapses) { if (synapse.nucleus 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); } } } foreach (Nucleus receiver in nucleus.receivers) { if (receiver != null && receiver.synapses != null) receiver.synapses.RemoveAll(s => s.nucleus == nucleus); } if (nucleus.cluster != null) { nucleus.cluster.nuclei.RemoveAll(n => n == nucleus); nucleus.cluster.GarbageCollection(); } } public float3 bias = float3(0, 0, 0); public override void UpdateStateIsolated(float3 bias_unused) { float3 sum = this.bias; int n = 0; //Applying the weight factgors foreach (Synapse synapse in this.synapses) { sum += synapse.weight * synapse.nucleus.outputValue; // Perhaps synapses should be removed when the output value goes to 0.... if (lengthsq(synapse.nucleus.outputValue) != 0) { n++; this.stale = 0; } } if (this.average && n > 0) sum /= n; // Activation function float3 result = Vector3.zero; switch (this.curvePreset) { case CurvePresets.Linear: result = sum; break; case CurvePresets.Sqrt: result = normalize(sum) * System.MathF.Sqrt(length(sum)); break; case CurvePresets.Power: result = normalize(sum) * System.MathF.Pow(length(sum), 2); break; case CurvePresets.Reciprocal: { float magnitude = length(sum); if (magnitude > 0) result = normalize(sum) * (1 / magnitude); break; } default: float activatedValue = this.curve.Evaluate(length(sum)); result = normalize(sum) * activatedValue; break; } if (this.stale > 5) this.outputValue = new float3(0,0,0); else this.outputValue = result; } public virtual void ProcessStimulus(Vector3 inputValue, string thingName = null) { //this.outputValue = inputValue; this.stale = 0; //Debug.Log($"{this.name} processed stimulus"); this.bias = inputValue; } }