646 lines
25 KiB
C#
646 lines
25 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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#if UNITY_MATHEMATICS
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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#endif
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namespace NanoBrain {
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/// <summary>
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/// A Cluster combines a collection of Nuclei to implement reusable behaviour
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/// </summary>
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/// A Cluster is an instantiation of a ClusterPrefab.
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/// Clusters can be nested inside other clusters.
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[Serializable]
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public class Cluster : Nucleus {
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/// <summary>
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/// The base name of the cluster. I don't think this is actively used at this moment
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/// </summary>
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public string baseName {
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get {
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int colonPositon = this.name.IndexOf(':');
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if (colonPositon < 0)
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return this.name;
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return this.name[..colonPositon];
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}
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}
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//[SerializeReference]
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//public ClusterArray clusterArray;
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[SerializeReference]
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public Cluster[] siblingClusters;
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public Dictionary<int, Cluster> thingClusters = new();
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#region Init
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/// <summary>
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/// Instantiate a new copy of a ClusterPrefab in the given parent
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/// </summary>
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/// <param name="prefab">The prefab to use</param>
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/// <param name="parent">The cluster in which this new cluster will be placed</param>
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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?.clusterNuclei.Add(this);
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ClonePrefab();
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_ = this.inputs;
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this.sortedNuclei = TopologicalSort(this.clusterNuclei);
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}
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/// <summary>
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/// Add a new cluster to a ClusterPrefab
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/// </summary>
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/// <param name="prefab">The prefab to copy</param>
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/// <param name="parent">The prefab in which the new copy is placed</param>
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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.clusterPrefab = parent;
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if (this.clusterPrefab != null)
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this.clusterPrefab.nuclei.Add(this);
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ClonePrefab();
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_ = this.inputs;
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this.sortedNuclei = TopologicalSort(this.clusterNuclei);
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}
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/// <summary>
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/// Clone a prefab.
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/// </summary>
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/// Strange that this does not take any parameters or return values.
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/// Where which the clone be found???
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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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}
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Nucleus[] clonedNuclei = this.clusterNuclei.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 prefabNucleus = prefabNuclei[nucleusIx];
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if (prefabNucleus is not Neuron prefabNeuron)
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continue;
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Nucleus clonedNucleus = clonedNuclei[nucleusIx];
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if (clonedNucleus == null || clonedNucleus is not Neuron clonedNeuron)
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continue;
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// Copy the receivers, which will also create the synapses
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// Clusters do not have receivers...
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foreach (Nucleus receiver in prefabNeuron.receivers.ToArray()) {
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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.neuron == prefabNucleus) {
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weight = synapse.weight;
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break;
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}
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}
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clonedNeuron.AddReceiver(clonedReceiver, weight);
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}
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}
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/*
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// Copy nucleus arrays for receptors
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for (int nucleusIx = 0; nucleusIx < prefabNuclei.Length; nucleusIx++) {
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Nucleus prefabNucleus = prefabNuclei[nucleusIx];
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if (prefabNucleus is not IReceptor prefabReceptor)
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continue;
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if (prefabReceptor.nucleiArray == null || prefabReceptor.nucleiArray.Length == 0)
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continue;
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IReceptor clonedNucleus = clonedNuclei[nucleusIx] as IReceptor;
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if (prefabReceptor == prefabReceptor.nucleiArray[0]) {
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// We clone the array only for the first entry
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NucleusArray clonedArray = new(prefabReceptor.nucleiArray.Length);
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int arrayIx = 0;
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foreach (Nucleus prefabArrayNucleus in prefabReceptor.nucleiArray) {
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int arrayNucleusIx = GetNucleusIndex(prefabNuclei, prefabArrayNucleus);
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if (arrayNucleusIx >= 0) {
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Nucleus clonedArrayNucleus = clonedNuclei[arrayNucleusIx];
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clonedArray.nuclei[arrayIx] = clonedArrayNucleus;
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}
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else {
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Debug.LogError($" Could not find prefab nucleus {prefabNucleus.name} in the clones");
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}
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arrayIx++;
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}
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//clonedNucleus.array = clonedArray;
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clonedNucleus.nucleiArray = clonedArray.nuclei;
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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, prefabReceptor.nucleiArray[0]);
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IReceptor clonedFirstNucleus = clonedNuclei[firstNucleusIx] as IReceptor;
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clonedNucleus.nucleiArray = clonedFirstNucleus.nucleiArray;
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}
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}
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*/
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foreach (Nucleus nucleus in this.clusterNuclei) {
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if (nucleus is Cluster clonedSubCluster)
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RestoreAllExternalReceivers(clonedSubCluster, this.prefab, this);
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}
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}
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/// <summary>
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/// Sort the nuclei in a correct evaluation order
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/// </summary>
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/// <param name="nodes"></param>
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/// <returns></returns>
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/// <exception cref="InvalidOperationException"></exception>
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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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if (node is Cluster cluster) {
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foreach (Nucleus receiver in cluster.CollectReceivers())
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inDegree[receiver]++;
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}
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else if (node is Neuron neuron) {
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foreach (Nucleus receiver in neuron.receivers)
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inDegree[receiver]++;
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}
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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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// The queue basically stores all input nuclei?
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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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if (current is Neuron neuron) {
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foreach (Nucleus receiver in neuron.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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else if (current is Cluster cluster) {
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foreach (Nucleus receiver in cluster.CollectReceivers()) {
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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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}
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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(ClusterPrefab parent) {
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Cluster clone = new(this.prefab, parent);
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foreach (Synapse synapse in this.synapses) {
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Synapse clonedSynapse = clone.AddSynapse(synapse.neuron);
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clonedSynapse.weight = synapse.weight;
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}
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foreach (Nucleus nucleus in this.clusterNuclei) {
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if (nucleus is Neuron output) {
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foreach (Nucleus receiver in output.receivers) {
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int ix = GetNucleusIndex(this.clusterNuclei, output);
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Debug.Log($"{output.name} -> {receiver.name}: {ix}");
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if (ix < 0)
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continue;
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if (clone.clusterNuclei[ix] is not Neuron clonedOutput)
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continue;
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clonedOutput.AddReceiver(receiver);
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}
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}
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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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clusterPrefab = this.clusterPrefab,
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};
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// Somehow siblingClusters should be cloned too. Believe I do this in ClonePrefab right now.
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return clone;
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}
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private static void RestoreAllExternalReceivers(Cluster clonedCluster, ClusterPrefab prefabParent, Cluster clonedParent) {
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int clonedClusterIx = GetNucleusIndex(clonedParent.clusterNuclei, clonedCluster);
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if (prefabParent.nuclei[clonedClusterIx] is not Cluster sourceCluster)
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return;
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for (int nucleusIx = 0; nucleusIx < sourceCluster.clusterNuclei.Count; nucleusIx++) {
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Nucleus sourceNucleus = sourceCluster.clusterNuclei[nucleusIx];
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if (sourceNucleus is not Neuron sourceNeuron)
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continue;
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if (clonedCluster.clusterNuclei[nucleusIx] is not Neuron clonedNeuron)
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continue;
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// copy the receivers (and thus synapses) from the source to the clone
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foreach (Nucleus receiver in sourceNeuron.receivers) {
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int ix = GetNucleusIndex(prefabParent.nuclei, receiver);
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if (ix < 0 || ix >= clonedParent.clusterNuclei.Count)
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continue;
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Nucleus clonedReceiver = clonedParent.clusterNuclei[ix];
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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.neuron == sourceNucleus) {
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weight = synapse.weight;
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break;
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}
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}
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clonedNeuron.AddReceiver(clonedReceiver, weight);
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// Debug.Log($"external: {clonedReceiver.name} receives from {clonedNeuron.name} {clonedNeuron.GetHashCode()}");
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}
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}
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}
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protected int GetNucleusIndex(Nucleus[] nuclei, Nucleus nucleus) {
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for (int i = 0; i < nuclei.Length; i++) {
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if (nucleus == nuclei[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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public static int GetNucleusIndex(List<Nucleus> nuclei, Nucleus nucleus) {
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int i = 0;
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foreach (Nucleus nucleiElement in nuclei) {
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//for (int i = 0; i < nuclei.Length; i++) {
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if (nucleus == nucleiElement)
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return i;
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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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#region Cluster Array
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public void AddInstance(ClusterPrefab prefab) {
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// Ensure siblingClusters exists
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this.siblingClusters ??= new Cluster[1] { this };
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// Prepare the new array
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int newLength = this.siblingClusters.Length + 1;
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Cluster[] newSiblings = new Cluster[newLength];
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for (int i = 0; i < newSiblings.Length - 1; i++)
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newSiblings[i] = this.siblingClusters[i];
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Cluster newCluster = this.Clone(prefab) as Cluster;
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string baseName = this.name;
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int colonPos = baseName.IndexOf(":");
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if (colonPos > 0)
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baseName = baseName[..colonPos];
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newCluster.name = $"{baseName}: {newLength - 1}";
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newSiblings[newLength - 1] = newCluster;
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// All siblingClusters need to user this array!
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foreach (Cluster sibling in this.siblingClusters)
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sibling.siblingClusters = newSiblings;
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}
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public void RemoveInstance() {
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if (this.siblingClusters == null || this.siblingClusters.Length <= 1)
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return;
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// Prepare the new array
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int newLength = this.siblingClusters.Length - 1;
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Cluster[] newClusters = new Cluster[newLength];
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for (int i = 0; i < newLength; i++)
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newClusters[i] = this.siblingClusters[i];
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Neuron.Delete(this.siblingClusters[^1]);
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this.siblingClusters = newClusters;
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}
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public virtual Cluster GetThingCluster() {
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Cluster selectedCluster = SelectCluster();
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return selectedCluster;
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}
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public virtual Cluster GetThingCluster(int thingId, string thingName = null) {
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if (thingClusters.TryGetValue(thingId, out Cluster cluster))
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return cluster;
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Cluster selectedCluster = SelectCluster();
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thingClusters[thingId] = selectedCluster;
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return selectedCluster;
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}
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private Cluster SelectCluster() {
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if (this.siblingClusters == null)
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return this;
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// Find a sleeping cluster
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foreach (Cluster cluster in this.siblingClusters) {
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if (cluster.defaultOutput.isSleeping) {
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RemoveThingCluster(cluster);
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return cluster;
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}
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}
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// Otherwise find the stalest cluster?
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Cluster stalestCluster = this.siblingClusters[0];
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for (int ix = 1; ix < this.siblingClusters.Length; ix++) {
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if (this.siblingClusters[ix].defaultOutput.stale > stalestCluster.defaultOutput.stale)
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stalestCluster = this.siblingClusters[ix];
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}
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RemoveThingCluster(stalestCluster);
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return stalestCluster;
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}
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private void RemoveThingCluster(Cluster cluster) {
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List<int> keysToRemove = new();
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foreach (KeyValuePair<int, Cluster> kvp in thingClusters) {
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if (kvp.Value == cluster)
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keysToRemove.Add(kvp.Key);
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}
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foreach (int thingId in keysToRemove)
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thingClusters.Remove(thingId);
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}
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#endregion ClusterArray
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public ClusterPrefab prefab;
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[SerializeReference]
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public List<Nucleus> clusterNuclei = 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 Dictionary<string, Nucleus> nucleiDict = new();
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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 nucleus in this.clusterNuclei) {
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// inputs have no synapses
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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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ComputeOrders();
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}
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return this._inputs;
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}
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}
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public Dictionary<Nucleus, List<Nucleus>> computeOrders = new();
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private void ComputeOrders() {
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foreach (Nucleus input in this._inputs)
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computeOrders[input] = TopologicalSort2(input);
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}
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private List<Nucleus> TopologicalSort2(Nucleus startNode) {
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Dictionary<Nucleus, int> inDegree = new();
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HashSet<Nucleus> visited = new();
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// Initialize in-degrees and mark all nodes as unvisited
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foreach (Nucleus node in this.clusterNuclei)
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inDegree[node] = 0;
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// Calculate in-degrees for all nodes reachable from the start node
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Queue<Nucleus> queue = new Queue<Nucleus>();
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queue.Enqueue(startNode);
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visited.Add(startNode);
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while (queue.Count > 0) {
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Nucleus current = queue.Dequeue();
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List<Nucleus> receivers = null;
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if (current is Neuron neuron)
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receivers = neuron.receivers;
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else if (current is Cluster cluster)
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receivers = cluster.CollectReceivers();
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// if (current is Neuron neuron) {
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foreach (Nucleus receiver in receivers) {
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if (!visited.Contains(receiver)) {
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visited.Add(receiver);
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queue.Enqueue(receiver);
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}
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inDegree[receiver]++;
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}
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// }
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}
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// Perform topological sort on all reachable nodes
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queue.Clear();
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foreach (Nucleus node in visited) {
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if (inDegree[node] == 0)
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queue.Enqueue(node);
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}
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List<Nucleus> sortedOrder = new List<Nucleus>();
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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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List<Nucleus> receivers = null;
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if (current is Neuron neuron)
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receivers = neuron.receivers;
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else if (current is Cluster cluster)
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receivers = cluster.CollectReceivers();
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//if (current is Neuron neuron) {
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foreach (Nucleus receiver in receivers) {
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if (visited.Contains(receiver)) {
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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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//}
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}
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// Check for cycles in the graph
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if (sortedOrder.Count != visited.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 virtual Neuron defaultOutput {//=> this.nuclei[0] as Nucleus;
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get {
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if (this.clusterNuclei.Count > 0)
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return this.clusterNuclei[0] as Neuron;
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return null;
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}
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}
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protected List<Neuron> _outputs = null;
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public List<Neuron> outputs {
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get {
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if (this._outputs == null) {
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this._outputs = new();
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foreach (Nucleus nucleus in this.clusterNuclei) {
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if (nucleus is Neuron neuron) // && neuron.receivers.Count == 0)
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this._outputs.Add(neuron);
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}
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}
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return this._outputs;
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}
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|
}
|
|
|
|
public bool TryGetNucleus(string nucleusName, out Nucleus foundNucleus) {
|
|
foreach (Nucleus receptor in this.clusterNuclei) {
|
|
if (receptor is Nucleus nucleus)
|
|
if (nucleus.name == nucleusName) {
|
|
foundNucleus = nucleus;
|
|
return true;
|
|
}
|
|
}
|
|
foundNucleus = null;
|
|
return false;
|
|
}
|
|
|
|
public Nucleus GetNucleus(string nucleusName) {
|
|
int dotPosition = nucleusName.IndexOf('.');
|
|
if (dotPosition >= 0) {
|
|
string clusterName = nucleusName[..dotPosition];
|
|
string clusterName0 = clusterName + ": 0";
|
|
foreach (Nucleus nucleus in this.clusterNuclei) {
|
|
if (nucleus is Cluster cluster) {
|
|
if (cluster.name == clusterName || cluster.name == clusterName0) {
|
|
string subNucleusName = nucleusName[(dotPosition + 1)..];
|
|
return cluster.GetNucleus(subNucleusName);
|
|
}
|
|
}
|
|
}
|
|
return null;
|
|
}
|
|
else {
|
|
string nucleusName0 = nucleusName + ": 0";
|
|
foreach (Nucleus nucleus in this.clusterNuclei) {
|
|
if (nucleus is IReceptor receptor) {
|
|
if (nucleus.name == nucleusName | nucleus.name == nucleusName0)
|
|
return nucleus;
|
|
}
|
|
else if (nucleus.name == nucleusName)
|
|
return nucleus;
|
|
}
|
|
return null;
|
|
}
|
|
}
|
|
|
|
// [Obsolete("Use GetNucleus instead")]
|
|
// public IReceptor GetReceptor(string receptorName) {
|
|
// return GetNucleus(receptorName) as IReceptor;
|
|
// }
|
|
|
|
#region Receivers
|
|
|
|
public virtual List<Nucleus> CollectReceivers() {
|
|
List<Nucleus> receivers = new();
|
|
foreach (Neuron output in this.outputs) {
|
|
foreach (Nucleus receiver in output.receivers) {
|
|
// Only add receivers outside this cluster
|
|
if (receiver.clusterPrefab != this.prefab)
|
|
receivers.Add(receiver);
|
|
//receivers.AddRange(output.receivers);
|
|
}
|
|
}
|
|
return receivers;
|
|
}
|
|
|
|
#endregion Receivers
|
|
|
|
#region Update
|
|
|
|
public void UpdateFromNucleus(Nucleus startNucleus) {
|
|
// no bias+synapse input state calculation for now...
|
|
|
|
if (this.computeOrders.ContainsKey(startNucleus) == false) {
|
|
//Debug.LogError($"{this.name} compute orders does not contain an order for {startNucleus.name}");
|
|
return;
|
|
}
|
|
|
|
List<Nucleus> computeOrder = this.computeOrders[startNucleus];
|
|
if (startNucleus.trace)
|
|
Debug.Log($"Update from {startNucleus.name}");
|
|
foreach (Nucleus nucleus in computeOrder) {
|
|
if (nucleus is not Cluster) {
|
|
nucleus.UpdateStateIsolated();
|
|
if (startNucleus.trace && nucleus is Neuron neuron)
|
|
Debug.Log($" {nucleus.name}[{nucleus.GetHashCode()}]"); // = {neuron.outputValue}");
|
|
}
|
|
}
|
|
|
|
// continue in parent
|
|
this.parent?.UpdateFromNucleus(this);
|
|
|
|
UpdateNuclei();
|
|
}
|
|
|
|
public override void UpdateStateIsolated() {
|
|
throw new Exception("Cluster should not be updated!");
|
|
// float3 sum = this.bias;
|
|
|
|
// //Applying the weight factors
|
|
// foreach (Synapse synapse in this.synapses) {
|
|
// if (lengthsq(synapse.neuron.outputValue) > 0) {
|
|
// sum += synapse.weight * synapse.neuron.outputValue;
|
|
// }
|
|
// }
|
|
|
|
// foreach (Nucleus nucleus in this.sortedNuclei)
|
|
// nucleus.UpdateStateIsolated();
|
|
|
|
// UpdateNuclei();
|
|
}
|
|
|
|
public override void UpdateNuclei() {
|
|
foreach (Nucleus nucleus in this.clusterNuclei)
|
|
nucleus.UpdateNuclei();
|
|
}
|
|
|
|
#endregion Update
|
|
|
|
}
|
|
|
|
} |