95 lines
2.8 KiB
C#
95 lines
2.8 KiB
C#
using System;
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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 MemoryCell : Neuron, INucleus {
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public MemoryCell(ClusterPrefab cluster, string name) : base(cluster, name) { }
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public MemoryCell(Cluster parent, string name) : base(parent, name) { }
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// this.parent = parent;
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// this.name = name;
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// this.parent?.nuclei.Add(this);
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// }
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public override IReceptor ShallowCloneTo(Cluster newParent) {
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MemoryCell clone = new(newParent, this.name) {
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array = this.array,
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curve = this.curve,
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curvePreset = this.curvePreset,
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curveMax = this.curveMax,
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average = this.average
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};
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return clone;
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}
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#region State
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private float3 _memorizedValue;
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private float _memorizedTime;
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public override void UpdateState(float3 bias) {
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// A memorycell does not have an activation function
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float3 result = bias;
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int n = 0;
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//Applying the weight factgors
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foreach (Synapse synapse in this.synapses) {
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result += synapse.weight * synapse.nucleus.outputValue;
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if (lengthsq(synapse.nucleus.outputValue) != 0)
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n++;
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}
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if (this.average)
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result /= n;
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UpdateResult(result);
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}
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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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// A memorycell does not have an activation function
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float3 result = bias;
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int n = 0;
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//Applying the weight factgors
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foreach (Synapse synapse in this.synapses) {
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result += synapse.weight * synapse.nucleus.outputValue;
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if (lengthsq(synapse.nucleus.outputValue) != 0)
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n++;
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}
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if (this.average)
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result /= n;
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this.outputValue = this._memorizedValue;
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// Store the result for the next time
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this._memorizedValue = result;
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this._memorizedTime = Time.time;
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}
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public override void UpdateResult(Vector3 result) {
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// output value is the previous value
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// if (this.deltaValue) {
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// float deltaTime = Time.time - this._memorizedTime;
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// this._outputValue = this._memorizedValue * deltaTime;
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// }
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//else
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this.outputValue = this._memorizedValue;
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// Store the result for the next time
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this._memorizedValue = result;
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this._memorizedTime = Time.time;
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foreach (INucleus receiver in this.receivers)
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receiver.UpdateState();
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}
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#endregion State
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}
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