718 lines
29 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_MATHEMATICS
using Unity.Mathematics;
using static Unity.Mathematics.math;
#endif
using NanoBrain.Unity;
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 {
// It may be that clusters will not be nuclei anymore in the future....
/// <summary>
/// The prefab used to create this cluster
/// </summary>
/// Cluster should always be created from prefabs
public ClusterPrefab prefab;
//[HideInInspector]
public int version;
/// <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(':');
if (colonPositon < 0)
return this.name;
return this.name[..colonPositon];
}
}
/// <summary>
/// All cluster instance of a multi-cluster
/// </summary>
/// A cluster is a multi-cluster when there is more than one instance.
/// The actual instances are only created at runtime.
/// The value instanceCount determines how many instances will be present at runtime.
//[NonSerialized]
[SerializeReference]
[HideInInspector]
public Cluster[] instances;
/// <summary>
/// The number of cluster instances in a multi-cluster
/// </summary>
/// A cluster is a multi-clsuter when there is more than one instance.
[SerializeField]
public int instanceCount = 1;
/// <summary>
/// The mapping from things to cluster instances
/// </summary>
/// In a multi-cluster each instance can be used for a thing.
/// Cluster instance may also not (yet) be mapped to a thing.
public Dictionary<int, Cluster> thingClusters = new();
/// <summary>
/// All nuclei in this cluster
/// </summary>
[SerializeReference]
public List<Nucleus> nuclei = new();
#region Init
public Cluster() {
this.name = "Empty Cluster";
}
/// <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.version = prefab.version;
this.name = prefab.name;
this.parent = parent;
this.parent?.nuclei.Add(this);
ClonePrefab();
}
/// <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.version = prefab.version;
this.name = prefab.name;
if (parent != null)
this.parent = parent.cluster;
ClonePrefab();
}
/// <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() {
//Debug.Log($"Clone Prefab {this.prefab.name} -> {this.name}");
if (this.prefab == null || this.prefab.cluster == null || this.prefab.cluster.nuclei == null)
return;
Nucleus[] prefabNuclei = this.prefab.cluster.nuclei.ToArray();
// first clone the nuclei without their connections
foreach (Nucleus nucleus in prefabNuclei) {
nucleus.ShallowCloneTo(this);
}
Nucleus[] clonedNuclei = this.nuclei.ToArray();
// Now clone the connections
for (int nucleusIx = 0; nucleusIx < prefabNuclei.Length; nucleusIx++) {
Nucleus prefabNucleus = prefabNuclei[nucleusIx];
if (prefabNucleus is not Neuron prefabNeuron)
continue;
Nucleus clonedNucleus = clonedNuclei[nucleusIx];
if (clonedNucleus == null || clonedNucleus is not Neuron clonedNeuron)
continue;
foreach (Synapse prefabSynapse in prefabNeuron.synapses) {
Neuron synapseNeuron = prefabSynapse.neuron;
if (synapseNeuron.parent.prefab != null && synapseNeuron.parent.prefab != this.prefab) {
// Neuron is in another cluster, find the cloned cluster first
Cluster prefabCluster = synapseNeuron.parent;
Cluster clonedCluster = this.nuclei.Find(n => n.name == prefabCluster.name) as Cluster;
if (clonedCluster == null)
continue;
// Now find the neuron in that cloned cluster
int neuronIx = GetNucleusIndex(prefabCluster.nuclei, prefabSynapse.neuron.name);
if (neuronIx < 0)
// Could not find the neuron in the prefab cluster
continue;
if (clonedCluster.nuclei[neuronIx] is not Neuron clonedSender)
// Could not find the neuron in the cloned cluster
continue;
clonedSender.AddReceiver(clonedNeuron, prefabSynapse.weight);
//Debug.Log($"Add synapse {clonedCluster.name}.{clonedSender.name} -> {clonedNeuron.name} [{clonedSender.receivers.Count}]");
}
else {
int ix = GetNucleusIndex(this.prefab.cluster.nuclei, prefabSynapse.neuron);
if (ix < 0)
continue;
if (clonedNuclei[ix] is not Neuron clonedSender)
continue;
// Copy the receivers which will also create the synapse
clonedSender.AddReceiver(clonedNeuron, prefabSynapse.weight);
// Debug.Log($"Add synapse {clonedSender.name} -> {clonedNeuron.name}");
}
}
}
foreach (Nucleus clonedNucleus in clonedNuclei) {
if (clonedNucleus is not Cluster clonedCluster)
continue;
List<Cluster> siblings = new() { clonedCluster };
for (int instanceIx = 1; instanceIx < clonedCluster.instanceCount; instanceIx++) {
// Create another sibling
Cluster sibling = new(clonedCluster.prefab, this) {
name = $"{clonedCluster.baseName}: {instanceIx}",
parent = this.parent,
instanceCount = this.instanceCount,
};
siblings.Add(sibling);
CopyAllExternalReceivers(clonedCluster, sibling, this);
}
Cluster[] siblingClusters = siblings.ToArray();
foreach (Cluster sibling in siblings)
sibling.instances = siblingClusters;
}
// Ensure that all neurons are computed to initialize bias
foreach (Nucleus clonedNucleus in clonedNuclei) {
if (clonedNucleus is not Cluster)
clonedNucleus.UpdateStateIsolated();
}
}
/// \copydoc NanoBrain::Nucleus::ShallowCloneTo
public override Nucleus ShallowCloneTo(Cluster parent) {
// Clusters should not be cloned, but instantiated from the prefab....
Cluster clone = new(this.prefab, parent) {
name = this.name,
parent = this.parent,
instanceCount = this.instanceCount,
};
return clone;
}
private static void CopyAllExternalReceivers(Cluster sourceCluster, Cluster sibling, Cluster clonedParent) {
for (int nucleusIx = 0; nucleusIx < sourceCluster.nuclei.Count; nucleusIx++) {
Nucleus sourceNucleus = sourceCluster.nuclei[nucleusIx];
if (sourceNucleus is not Neuron sourceNeuron)
continue;
if (sibling.nuclei[nucleusIx] is not Neuron clonedNeuron)
continue;
// copy the receivers (and thus synapses) from the source to the sibling
foreach (Nucleus receiver in sourceNeuron.receivers) {
if (receiver is not Neuron receiverNeuron)
continue;
int ix = GetNucleusIndex(clonedParent.nuclei, receiver);
if (ix < 0 || ix >= clonedParent.nuclei.Count)
continue;
// Find the synapse for the weight
float weight = 1;
foreach (Synapse synapse in receiverNeuron.synapses) {
// Find the weight for this synapse
if (synapse.neuron == sourceNucleus) {
weight = synapse.weight;
break;
}
}
clonedNeuron.AddReceiver(receiver, weight);
// Debug.Log($"external: {receiver.name} receives from {clonedNeuron.name} {clonedNeuron.GetHashCode()}");
}
}
}
/// <summary>
/// Get the index of a nucleus in a list of nuclei
/// </summary>
/// <param name="nuclei">The list of nuclei to search</param>
/// <param name="nucleus">The nucleus to find</param>
/// <returns>The index of the nucleus in the list or -1 when it has not been found</returns>
public static int GetNucleusIndex(List<Nucleus> nuclei, Nucleus nucleus) {
int i = 0;
foreach (Nucleus nucleiElement in nuclei) {
//for (int i = 0; i < nuclei.Length; i++) {
if (nucleiElement == nucleus)
return i;
i++;
}
return -1;
}
/// <summary>
/// Get the index of a nucleus with the given name in a list of nuclei
/// </summary>
/// <param name="nuclei">The list of nuclei to search</param>
/// <param name="nucleusName">The name of the nucleus to find</param>
/// <returns>The index of the nucleus in the list or -1 when it has not been found</returns>
public static int GetNucleusIndex(List<Nucleus> nuclei, string nucleusName) {
int i = 0;
foreach (Nucleus nucleiElement in nuclei) {
//for (int i = 0; i < nuclei.Length; i++) {
if (nucleiElement.name == nucleusName)
return i;
i++;
}
return -1;
}
#endregion Init
#region Cluster Array
/// <summary>
/// Increase the number of instances in an multi-cluster
/// </summary>
/// /remark Note this does not create the instances.
/// This is only intended to be used for prefabs.
public void AddInstance() {
this.instanceCount++;
}
/// <summary>
/// Create an new instance in a multi-cluster
/// </summary>
/// <param name="prefab">The prefab to use to create the new instance</param>
/// /remark This does not change the instanceCount.
/// It should only be used at runtime.
public void AddInstance(ClusterPrefab prefab) {
// Ensure siblingClusters exists
if (this.instances == null || this.instances.Length == 0)
this.instances = new Cluster[1] { this };
// Prepare the new array
int newLength = this.instances.Length + 1;
Cluster[] newSiblings = new Cluster[newLength];
for (int i = 0; i < newSiblings.Length - 1; i++)
newSiblings[i] = this.instances[i];
//Cluster newCluster = this.Clone(prefab) as Cluster;
Cluster newCluster = new(prefab);
string baseName = this.name;
int colonPos = baseName.IndexOf(":");
if (colonPos > 0)
baseName = baseName[..colonPos];
newCluster.name = $"{baseName}: {newLength - 1}";
newSiblings[newLength - 1] = newCluster;
// All siblingClusters need to user this array!
foreach (Cluster sibling in newSiblings)
sibling.instances = newSiblings;
}
/// <summary>
/// Decrease the number of instance in a multi-cluster
/// </summary>
public void RemoveInstance() {
if (instanceCount > 1)
instanceCount--;
else {
// It is not clear to me why we update the siblingClusters when the
// instanceCount <= 1....
if (this.instances == null || this.instances.Length <= 1)
return;
// Prepare the new array
int newLength = this.instances.Length - 1;
Cluster[] newClusters = new Cluster[newLength];
for (int i = 0; i < newLength; i++)
newClusters[i] = this.instances[i];
Neuron.Delete(this.instances[^1]);
this.instances = newClusters;
}
}
/// <summary>
/// Remove a mapping from a thing to a cluster such that it becomes available for new things
/// </summary>
/// <param name="cluster">The multi-cluster instance which not no longer be mapped</param>
private void RemoveThingCluster(Cluster cluster) {
List<int> keysToRemove = new();
foreach (KeyValuePair<int, Cluster> kvp in thingClusters) {
if (kvp.Value == cluster)
keysToRemove.Add(kvp.Key);
}
foreach (int thingId in keysToRemove)
thingClusters.Remove(thingId);
}
#endregion ClusterArray
/// <summary>
/// This gives the order in which nuclei should be computed when a nucleus is updated
/// </summary>
[NonSerialized]
private Dictionary<Nucleus, List<Nucleus>> _computeOrders;
/// <summary>
/// This gives the order in which nuclei should be computed when a nucleus is updated
/// </summary>
public Dictionary<Nucleus, List<Nucleus>> computeOrders {
get {
if (_computeOrders == null || _computeOrders.Count == 0) {
_computeOrders = new();
foreach (Nucleus nucleus in this.nuclei)
_computeOrders[nucleus] = TopologicalSort2(nucleus);
}
return _computeOrders;
}
}
/// <summary>
/// Refresh the order in which neurons should be computed
/// </summary>
public void RefreshComputeOrders() {
this._computeOrders = null;
}
private List<Nucleus> TopologicalSort2(Nucleus startNode) {
Dictionary<Nucleus, int> inDegree = new();
//HashSet<Nucleus> visited = new();
// Calculate in-degrees for all nodes reachable from the start node
Queue<Nucleus> queue = new();
queue.Enqueue(startNode);
//visited.Add(startNode);
inDegree[startNode] = 0;
while (queue.Count > 0) {
Nucleus current = queue.Dequeue();
List<Nucleus> receivers = null;
if (current is Neuron neuron)
receivers = neuron.receivers;
else if (current is Cluster cluster)
receivers = cluster.CollectReceivers();
foreach (Nucleus receiver in receivers) {
if (!inDegree.ContainsKey(receiver)) {
//visited.Add(receiver);
inDegree[receiver] = 0;
queue.Enqueue(receiver);
}
inDegree[receiver]++;
}
}
// Perform topological sort on all reachable nodes
queue.Clear();
foreach (Nucleus node in inDegree.Keys) {
if (inDegree[node] == 0)
queue.Enqueue(node);
}
List<Nucleus> sortedOrder = new();
while (queue.Count > 0) {
Nucleus current = queue.Dequeue();
sortedOrder.Add(current); // Process the node
List<Nucleus> receivers = null;
if (current is Neuron neuron)
receivers = neuron.receivers;
else if (current is Cluster cluster)
receivers = cluster.CollectReceivers();
foreach (Nucleus receiver in receivers) {
if (inDegree.ContainsKey(receiver)) {
inDegree[receiver]--;
if (inDegree[receiver] == 0) // If all dependencies resolved
queue.Enqueue(receiver);
}
}
}
// Check for cycles in the graph
// if (sortedOrder.Count != visited.Count)
// throw new InvalidOperationException("Graph is not a DAG; a cycle exists.");
return sortedOrder;
}
/// <summary>
/// The first nucleus in a cluster is the default output
/// </summary>
public virtual Neuron defaultOutput {//=> this.nuclei[0] as Nucleus;
get {
if (this.nuclei != null && this.nuclei.Count > 0)
return this.nuclei[0] as Neuron;
return null;
}
}
/// <summary>
/// The neurons without outgoing connections
/// </summary>
/// These neurons can potentially be connected to neurons in other clusters
[NonSerialized]
protected List<Neuron> _outputs = null;
/// <summary>
/// The neurons without outgoing connections
/// </summary>
/// These neurons can potentially be connected to neurons in other clusters
public List<Neuron> outputs {
get {
if (this._outputs == null || this._outputs.Count == 0) {
this._outputs = new();
if (this.nuclei == null)
return this._outputs;
foreach (Nucleus nucleus in this.nuclei) {
if (nucleus is Neuron neuron && neuron.receivers.Count == 0)
this._outputs.Add(neuron);
}
}
return this._outputs;
}
}
/// <summary>
/// Reset the list of outputs such that they will be re-determined
/// </summary>
public void RefreshOutputs() {
this._outputs = null;
}
/// <summary>
/// Try to find a nucleus in this cluster
/// </summary>
/// <param name="nucleusName">The name of the nucleus to find</param>
/// <param name="foundNucleus">The found nucleus or null if it is not found</param>
/// <returns>True when the nucleus is found, false otherwise</returns>
public bool TryGetNucleus(string nucleusName, out Nucleus foundNucleus) {
foreach (Nucleus receptor in this.nuclei) {
if (receptor is Nucleus nucleus)
if (nucleus.name == nucleusName) {
// if (nucleus is Cluster cluster)
// cluster.CheckInstances();
foundNucleus = nucleus;
return true;
}
}
foundNucleus = null;
return false;
}
/// <summary>
/// Get a neuron in this cluster
/// </summary>
/// <param name="neuronName">The name of the neuron to find</param>
/// <returns>The found neuron or null when it is not found</returns>
public Neuron GetNeuron(string neuronName) {
if (this.nuclei == null)
return null;
foreach (Nucleus nucleus in this.nuclei) {
if (nucleus is Neuron neuron && neuron.name == neuronName)
return neuron;
}
return null;
}
/// <summary>
/// Get a subcluster in this cluster
/// </summary>
/// <param name="clusterName">The name of the cluster to find</param>
/// <returns>The found cluster or null when it is not found</returns>
public Cluster GetCluster(string clusterName) {
int dotPosition = clusterName.IndexOf('.');
if (dotPosition >= 0) {
string clusterBaseName = clusterName[..dotPosition];
string clusterName0 = clusterBaseName + ": 0";
foreach (Nucleus nucleus in this.nuclei) {
if (nucleus is Cluster cluster) {
if (cluster.name == clusterBaseName || cluster.name == clusterName0) {
// cluster.CheckInstances();
string subNucleusName = clusterName[(dotPosition + 1)..];
return cluster.GetCluster(subNucleusName);
}
}
}
return null;
}
else {
string nucleusName0 = clusterName + ": 0";
foreach (Nucleus nucleus in this.nuclei) {
if (nucleus is Cluster cluster) {
if (nucleus.name == clusterName || nucleus.name == nucleusName0) {
// cluster.CheckInstances();
return cluster;
}
}
}
return null;
}
}
/// <summary>
/// Get a neuron in an instance of a multi-cluster
/// </summary>
/// <param name="thingId">The id of the thing mapped to the cluster instance</param>
/// <param name="neuronName">The name of the neuron to find</param>
/// <param name="thingName">The name of the thing mapped to the cluster instance</param>
/// <returns>The found neuron or null when it is not found</returns>
/// The cluster instance mapped to the thing will be neuron.parent if a neuron is found.
public Neuron GetNeuron(int thingId, string neuronName, string thingName = null) {
if (this.instances == null || this.instances.Length <= 1)
return this.GetNeuron(neuronName);
// See if we are already using a cluster for thingId
thingClusters ??= new();
if (thingClusters.TryGetValue(thingId, out Cluster cluster))
return cluster.GetNeuron(neuronName);
// Find the cluster with the lowest value neuron
Neuron lowestNeuron = null;
foreach (Cluster sibling in this.instances) {
Neuron neuron = sibling.GetNeuron(neuronName);
if (lowestNeuron == null || neuron.outputMagnitude < lowestNeuron.outputMagnitude)
lowestNeuron = neuron;
}
Cluster selectedCluster = lowestNeuron.parent;
RemoveThingCluster(selectedCluster);
selectedCluster.name = baseName + ": " + thingName;
thingClusters[thingId] = selectedCluster;
return lowestNeuron;
}
/// <summary>
/// Delete a nucleus from this clsuter
/// </summary>
/// <param name="nucleus">The nucleus to delete</param>
/// <returns>True if a nucleus was deleted, false if the nucleus could not be found</returns>
public bool DeleteNucleus(Nucleus nucleus) {
if (this.nuclei.Contains(nucleus) == false) {
// Try to find the nucleus by name
if (TryGetNucleus(nucleus.name, out nucleus) == false)
return false;
}
Neuron.Delete(nucleus);
//int nucleusIx = this.nuclei.IndexOf(nucleus);
this.nuclei.Remove(nucleus);
//this.prefab.cluster.nuclei.RemoveAt(nucleusIx);
RefreshOutputs();
return true;
}
#region Receivers
/// <summary>
/// Collect all receiving nuclei of signals from this cluster
/// </summary>
/// <param name="removeDuplicates">Ensure that a receiver is only listed once in the result</param>
/// <returns>The list of receivers</returns>
public virtual List<Nucleus> CollectReceivers(bool removeDuplicates = false) {
List<Nucleus> receivers = new();
foreach (Nucleus outputNucleus in this.nuclei) {
if (outputNucleus is not Neuron output)
continue;
// Debug.Log($"output {this.name} {outputNucleus.name}");
foreach (Nucleus receiver in output.receivers) {
// Debug.Log($"output {receiver.name}");
// Only add receivers outside this cluster
if (receiver.parent.prefab != this.prefab) {
if (removeDuplicates == false || receivers.Contains(receiver) == false)
// Debug.Log($" YES");
receivers.Add(receiver);
}
}
}
return receivers;
}
/// <summary>
/// Collect all synapses of senders in another cluster of signals to this cluster
/// </summary>
/// <param name="otherCluster">The other cluster with sending neurons</param>
/// <returns>A list of synapses to the neurons in the other clusters</returns>
public List<Synapse> CollectSynapsesTo(Cluster otherCluster) {
List<Synapse> collectedSynapses = new();
foreach (Nucleus nucleus in this.nuclei) {
if (nucleus is not Neuron neuron)
continue;
foreach (Synapse synapse in neuron.synapses) {
if (synapse.neuron.parent == otherCluster)
collectedSynapses.Add(synapse);
}
}
return collectedSynapses;
}
#endregion Receivers
#region Update
/// <summary>
/// Update the state of the nucleus and all nuclei receiving from it
/// </summary>
/// <param name="startNucleus">The nucleus to start updating</param>
public void UpdateFromNucleus(Nucleus startNucleus) {
// no bias+synapse input state calculation for now...
if (this.computeOrders.ContainsKey(startNucleus) == false) {
Debug.LogError($"{this.name} compute orders does not contain an order for {startNucleus.name}");
return;
}
List<Nucleus> computeOrder = this.computeOrders[startNucleus];
foreach (Nucleus nucleus in computeOrder) {
if (nucleus is not Cluster) {
nucleus.UpdateStateIsolated();
if (nucleus is Neuron neuron) {
foreach (Nucleus receiver in neuron.receivers) {
if (receiver.parent != this) {
//Debug.Log($" External: {receiver.parent.name}.{receiver.name}");
receiver.parent.UpdateFromNucleus(receiver);
}
}
}
}
}
}
/// \copydoc NanoBrain::Nucleus::UpdateStateIsolated
public override void UpdateStateIsolated() {
throw new Exception("Cluster should not be updated!");
}
#endregion Update
/// <summary>
/// Recalculate derived properties
/// </summary>
/// This can be used to recalculate derived properties after the set of nuclei has been changed
public void Refresh() {
// This should not be needed, but somehow somewhere the parent is changed...
foreach (Nucleus nucleus in this.nuclei) {
nucleus.parent = this;
}
RefreshOutputs();
RefreshComputeOrders();
}
}
}