268 lines
8.9 KiB
C#
268 lines
8.9 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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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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[Serializable]
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public class Cluster : Nucleus {
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#region Init
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public Cluster(ClusterPrefab prefab, Cluster parent) {
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this.prefab = prefab;
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this.name = prefab.name;
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this.parent = parent;
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this.parent?.nuclei.Add(this);
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ClonePrefab();
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this.sortedNuclei = TopologicalSort(this.nuclei);
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}
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public Cluster(ClusterPrefab prefab, ClusterPrefab parent = null) {
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this.prefab = prefab;
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this.name = prefab.name;
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this.cluster = parent;
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if (this.cluster != null)
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this.cluster.nuclei.Add(this);
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ClonePrefab();
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this.sortedNuclei = TopologicalSort(this.nuclei);
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}
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private void ClonePrefab() {
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Nucleus[] prefabNuclei = this.prefab.nuclei.ToArray();
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// first clone the nuclei without their connections
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foreach (Nucleus nucleus in this.prefab.nuclei)
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nucleus.ShallowCloneTo(this);
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Nucleus[] clonedNuclei = this.nuclei.ToArray();
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// Now clone the connections
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for (int nucleusIx = 0; nucleusIx < prefabNuclei.Length; nucleusIx++) {
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Nucleus receptor = prefabNuclei[nucleusIx];
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Nucleus clonedReceptor = clonedNuclei[nucleusIx];
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if (clonedReceptor == null)
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continue;
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// Copy the receivers, which will also create the synapses
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foreach (Nucleus receiver in receptor.receivers) {
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int ix = GetNucleusIndex(prefabNuclei, receiver);
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if (ix < 0)
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continue;
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if (clonedNuclei[ix] is not Nucleus clonedReceiver)
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continue;
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// Find the synapse for the weight
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float weight = 1;
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foreach (Synapse synapse in receiver.synapses) {
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// Find the weight for this synapse
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if (synapse.nucleus == receptor) {
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weight = synapse.weight;
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break;
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}
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}
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clonedReceptor.AddReceiver(clonedReceiver, weight);
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}
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}
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// Copy nucleus arrays
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for (int nucleusIx = 0; nucleusIx < prefabNuclei.Length; nucleusIx++) {
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Nucleus prefabReceptor = prefabNuclei[nucleusIx];
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if (prefabReceptor is not Nucleus prefabNucleus)
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continue;
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if (prefabNucleus.array == null || prefabNucleus.array.nuclei == null || prefabNucleus.array.nuclei.Length == 0)
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continue;
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Nucleus clonedNucleus = clonedNuclei[nucleusIx] as Nucleus;
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if (prefabNucleus == prefabNucleus.array.nuclei[0]) {
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// We clone the array only for the first entry
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NucleusArray clonedArray = new(prefabNucleus.array.nuclei.Length, "array");
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int arrayIx = 0;
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foreach (Nucleus prefabArrayNucleus in prefabNucleus.array.nuclei) {
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int arrayNucleusIx = GetNucleusIndex(prefabNuclei, prefabArrayNucleus);
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Nucleus clonedArrayNucleus = clonedNuclei[arrayNucleusIx];
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clonedArray.nuclei[arrayIx] = clonedArrayNucleus;
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arrayIx++;
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}
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clonedNucleus.array = clonedArray;
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}
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else {
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// The others will refer to the array created for the first nucleus in the array
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int firstNucleusIx = GetNucleusIndex(prefabNuclei, prefabNucleus.array.nuclei[0]);
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Nucleus clonedFirstNucleus = clonedNuclei[firstNucleusIx] as Nucleus;
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clonedNucleus.array = clonedFirstNucleus.array;
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}
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}
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}
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// Sort the nuclei in a correct evaluation order
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private List<Nucleus> TopologicalSort(List<Nucleus> nodes) {
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Dictionary<Nucleus, int> inDegree = new();
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foreach (Nucleus node in nodes)
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inDegree[node] = 0; // Initialize in-degree to zero
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// Calculate in-degrees
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foreach (Nucleus node in nodes) {
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foreach (Nucleus receiver in node.receivers)
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inDegree[receiver]++;
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}
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Queue<Nucleus> queue = new();
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foreach (Nucleus node in nodes) {
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if (inDegree[node] == 0) // Nodes with no dependencies
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queue.Enqueue(node);
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}
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List<Nucleus> sortedOrder = new();
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while (queue.Count > 0) {
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Nucleus current = queue.Dequeue();
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sortedOrder.Add(current); // Process the node
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foreach (Nucleus receiver in current.receivers) {
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inDegree[receiver]--;
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if (inDegree[receiver] == 0) // If all dependencies resolved
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queue.Enqueue(receiver);
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}
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}
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// Check for cycles in the graph
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if (sortedOrder.Count != nodes.Count)
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throw new InvalidOperationException("Graph is not a DAG; a cycle exists.");
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return sortedOrder;
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}
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public override Nucleus Clone() {
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//Neuron clone = new(this.cluster, this.name) {
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Neuron clone = new(this.parent, this.name) {
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array = this.array,
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};
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foreach (Synapse synapse in this.synapses) {
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Synapse clonedSynapse = clone.AddSynapse(synapse.nucleus);
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clonedSynapse.weight = synapse.weight;
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}
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foreach (Nucleus receiver in this.receivers) {
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clone.AddReceiver(receiver);
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}
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return clone;
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}
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public override Nucleus ShallowCloneTo(Cluster parent) {
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Cluster clone = new(this.prefab, parent) {
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name = this.name,
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};
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return clone;
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}
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private int GetNucleusIndex(Nucleus[] nucleiArray, Nucleus nucleus) {
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for (int i = 0; i < nucleiArray.Length; i++) {
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if (nucleus == nucleiArray[i])
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return i;
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}
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return -1;
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}
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#endregion Init
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public ClusterPrefab prefab;
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[SerializeReference]
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public List<Nucleus> nuclei = new();
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// the nuclei sorted using topological sorting
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// to ensure that the cluster is computer in the right order
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public List<Nucleus> sortedNuclei;
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public List<Nucleus> _inputs = null;
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public virtual List<Nucleus> inputs {
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get {
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if (this._inputs == null) {
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this._inputs = new();
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foreach (Nucleus receptor in this.nuclei) {
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if (receptor is Nucleus nucleus) {
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// inputs have no incoming synapses yet.
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if (nucleus.synapses.Count == 0)
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this._inputs.Add(nucleus);
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}
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}
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}
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return this._inputs;
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}
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}
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public virtual Nucleus output {//=> this.nuclei[0] as Nucleus;
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get {
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if (this.nuclei.Count > 0)
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return this.nuclei[0];
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return null;
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}
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}
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public bool TryGetNucleus(string nucleusName, out Nucleus foundNucleus) {
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foreach (Nucleus receptor in this.nuclei) {
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if (receptor is Nucleus nucleus)
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if (nucleus.name == nucleusName) {
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foundNucleus = nucleus;
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return true;
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}
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}
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foundNucleus = null;
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return false;
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}
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public Nucleus GetNucleus(string nucleusName) {
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foreach (Nucleus receptor in this.nuclei) {
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if (receptor is Nucleus nucleus)
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if (nucleus.name == nucleusName)
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return nucleus;
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}
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return null;
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}
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#region Update
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public override void UpdateStateIsolated() {
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float3 bias = new(0, 0, 0);
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UpdateStateIsolated(bias);
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}
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public override void UpdateStateIsolated(float3 bias) {
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float3 sum = bias;
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//Applying the weight factors
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foreach (Synapse synapse in this.synapses) {
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if (lengthsq(synapse.nucleus.outputValue) > 0) {
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sum += synapse.weight * synapse.nucleus.outputValue;
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this.stale = 0;
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}
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}
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this.inputs[0].UpdateStateIsolated(sum);
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foreach (Nucleus receptor in this.sortedNuclei) {
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if (receptor is Nucleus nucleus && nucleus != this.inputs[0])
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nucleus.UpdateStateIsolated();
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}
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this.outputValue = this.output.outputValue;
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UpdateNuclei();
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}
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public override void UpdateNuclei() {
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this.stale++;
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if (this.stale > 5)
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_outputValue = Vector3.zero;
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foreach (Nucleus nucleus in this.nuclei)
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nucleus.UpdateNuclei();
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}
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#endregion Update
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}
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