358 lines
12 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[Serializable]
public class Cluster : INucleus {
// The ScriptableObject asset from which the runtime object has been created
[SerializeField]
protected string _name;
public virtual string name {
get => _name;
set => _name = value;
}
#region Init
public Cluster(ClusterPrefab prefab, Cluster parent) {
this.prefab = prefab;
this.name = prefab.name;
this.parent = parent;
this.parent?.nuclei.Add(this);
ClonePrefab();
this.sortedNuclei = TopologicalSort(this.nuclei);
}
public Cluster(ClusterPrefab prefab, ClusterPrefab parent = null) {
this.prefab = prefab;
this.name = prefab.name;
this.cluster = parent;
if (this.cluster != null)
this.cluster.nuclei.Add(this);
ClonePrefab();
this.sortedNuclei = TopologicalSort(this.nuclei);
}
// public Cluster(ClusterPrefab parent, ClusterPrefab realPrefab) {
// this.prefab = realPrefab;
// this.name = realPrefab.name;
// this.cluster = parent;
// if (this.cluster != null)
// this.cluster.nuclei.Add(this);
// ClonePrefab();
// }
private void ClonePrefab() {
IReceptor[] nuclei = this.prefab.nuclei.ToArray();
// first clone the nuclei without their connections
foreach (IReceptor nucleus in this.prefab.nuclei)
nucleus.ShallowCloneTo(this);
IReceptor[] clonedNuclei = this.nuclei.ToArray();
// Now clone the connections
for (int nucleusIx = 0; nucleusIx < nuclei.Length; nucleusIx++) {
IReceptor receptor = nuclei[nucleusIx];
IReceptor clonedSender = clonedNuclei[nucleusIx];
if (clonedSender == null)
continue;
// Copy the receivers, which will also create the synapses
foreach (INucleus receiver in receptor.receivers) {
int ix = GetNucleusIndex(nuclei, receiver);
if (ix < 0)
continue;
if (clonedNuclei[ix] is not INucleus clonedReceiver)
continue;
// Find the synapse for the weight
float weight = 1;
NucleusArray nucleusArray = null;
foreach (Synapse synapse in receiver.synapses) {
if (synapse.nucleus == receptor)
weight = synapse.weight;
if (synapse.nucleus is INucleus synapseNucleus) {
if (synapseNucleus.array != null && synapseNucleus.array.nuclei.Length > 0) {
if (nucleusArray == null) {
// copy the array
nucleusArray = new NucleusArray(synapseNucleus.array.nuclei.Length, "array");
for (int arrayIx = 0; arrayIx < synapseNucleus.array.nuclei.Length; arrayIx++) {
IReceptor arrayNucleus = synapseNucleus.array.nuclei[arrayIx];
int ix2 = GetNucleusIndex(nuclei, arrayNucleus);
nucleusArray.nuclei[arrayIx] = clonedNuclei[ix2];
}
}
synapseNucleus.array = nucleusArray;
}
}
}
clonedSender.AddReceiver(clonedReceiver, weight);
}
// if (receptor is INucleus nucleus) {
// if (clonedSender is not INucleus clonedNucleus) {
// Debug.LogError("INucleus clone is not an INucleus!");
// continue;
// }
// clonedNucleus.array = new NucleusArray(nucleus.array._nuclei.Length, "array");
// for (int arrayIx = 0; arrayIx < nucleus.array._nuclei.Length; arrayIx++) {
// //foreach (INucleus arrayNucleus in nucleus.array.nuclei) {
// IReceptor arrayNucleus = nucleus.array._nuclei[arrayIx];
// int ix = GetNucleusIndex(nuclei, arrayNucleus);
// clonedNucleus.array._nuclei[arrayIx] = clonedNuclei[ix];
// }
// }
}
}
// Sort the nuclei in a correct evaluation order
private List<IReceptor> TopologicalSort(List<IReceptor> nodes) {
Dictionary<IReceptor, int> inDegree = new();
foreach (IReceptor node in nodes)
inDegree[node] = 0; // Initialize in-degree to zero
// Calculate in-degrees
foreach (IReceptor node in nodes) {
foreach (INucleus receiver in node.receivers)
inDegree[receiver]++;
}
Queue<IReceptor> queue = new();
foreach (IReceptor node in nodes) {
if (inDegree[node] == 0) // Nodes with no dependencies
queue.Enqueue(node);
}
List<IReceptor> sortedOrder = new();
while (queue.Count > 0) {
IReceptor current = queue.Dequeue();
sortedOrder.Add(current); // Process the node
foreach (INucleus receiver in current.receivers) {
inDegree[receiver]--;
if (inDegree[receiver] == 0) // If all dependencies resolved
queue.Enqueue(receiver);
}
}
// Check for cycles in the graph
if (sortedOrder.Count != nodes.Count)
throw new InvalidOperationException("Graph is not a DAG; a cycle exists.");
return sortedOrder;
}
public virtual IReceptor Clone() {
Neuron clone = new(this.cluster, this.name) {
array = this.array,
};
foreach (Synapse synapse in this.synapses) {
Synapse clonedSynapse = clone.AddSynapse(synapse.nucleus);
clonedSynapse.weight = synapse.weight;
}
foreach (INucleus receiver in this.receivers) {
clone.AddReceiver(receiver);
}
return clone;
}
public IReceptor ShallowCloneTo(Cluster parent) {
Cluster clone = new(this.prefab, parent) {
name = this.name,
};
return clone;
}
private int GetNucleusIndex(IReceptor[] nucleiArray, IReceptor nucleus) {
for (int i = 0; i < nucleiArray.Length; i++) {
if (nucleus == nucleiArray[i])
return i;
}
return -1;
}
#endregion Init
public ClusterPrefab prefab;
public ClusterPrefab cluster { get; set; }
public Cluster parent { get; set; }
[SerializeReference]
public List<IReceptor> nuclei = new();
// the nuclei sorted using topological sorting
// to ensure that the cluster is computer in the right order
public List<IReceptor> sortedNuclei;
public List<INucleus> _inputs = null;
public virtual List<INucleus> inputs {
get {
if (this._inputs == null) {
this._inputs = new();
foreach (IReceptor receptor in this.nuclei) {
if (receptor is INucleus nucleus) {
// inputs have no incoming synapses yet.
if (nucleus.synapses.Count == 0)
this._inputs.Add(nucleus);
}
}
}
return this._inputs;
}
}
public virtual INucleus output {//=> this.nuclei[0] as INucleus;
get {
if (this.nuclei.Count > 0)
return this.nuclei[0] as INucleus;
return null;
}
}
// Not sure if this belongs here...
[SerializeReference]
private NucleusArray _array;
public NucleusArray array {
get { return _array; }
set { _array = value; }
}
#region Synapses
[SerializeField]
private List<Synapse> _synapses = new();
public List<Synapse> synapses => _synapses;
public Synapse AddSynapse(IReceptor sendingNucleus, float weight = 1.0f) {
Synapse synapse = new(sendingNucleus, weight);
this._synapses.Add(synapse);
return synapse;
}
// Does this even exist already?
public void RemoveSynapse() {
}
#endregion Synapses
#region Receivers
[SerializeReference]
private List<INucleus> _receivers = new();
public List<INucleus> receivers {
get { return _receivers; }
set { _receivers = value; }
}
public virtual void AddReceiver(INucleus receivingNucleus, float weight = 1) {
this._receivers.Add(receivingNucleus);
receivingNucleus.AddSynapse(this, weight);
}
public void RemoveReceiver(INucleus receiverNucleus) {
this._receivers.RemoveAll(receiver => receiver == receiverNucleus);
receiverNucleus.synapses.RemoveAll(synapse => synapse.nucleus == this);
}
#endregion Receivers
#region Runtime
[NonSerialized]
private int stale = 1000;
public bool isSleeping => lengthsq(this.outputValue) == 0;
[NonSerialized]
protected float3 _outputValue;
public virtual float3 outputValue {
get { return _outputValue; }
set {
this.stale = 0;
_outputValue = value;
}
}
#region Update
// public virtual void UpdateState() {
// UpdateState(new float3(0, 0, 0));
// }
// public void UpdateState(float3 bias) {
// float3 sum = bias; // new(0, 0, 0);
// //Applying the weight factors
// foreach (Synapse synapse in this.synapses) {
// sum += synapse.weight * synapse.nucleus.outputValue;
// }
// //this.inputs[0].UpdateState(sum);
// this.inputs[0].UpdateStateIsolated(sum);
// foreach (IReceptor receptor in this.sortedNuclei) {
// if (receptor is INucleus nucleus && nucleus != this.inputs[0])
// nucleus.UpdateStateIsolated();
// }
// UpdateResult(this.output.outputValue);
// }
public void UpdateStateIsolated() {
float3 bias = new(0, 0, 0);
UpdateStateIsolated(bias);
}
public void UpdateStateIsolated(float3 bias) {
float3 sum = bias; // new(0, 0, 0);
//Applying the weight factors
foreach (Synapse synapse in this.synapses) {
sum += synapse.weight * synapse.nucleus.outputValue;
}
//this.inputs[0].UpdateState(sum);
this.inputs[0].UpdateStateIsolated(sum);
foreach (IReceptor receptor in this.sortedNuclei) {
if (receptor is INucleus nucleus && nucleus != this.inputs[0])
nucleus.UpdateStateIsolated();
}
this.outputValue = this.output.outputValue;
}
// public virtual void UpdateResult(Vector3 result) {
// // float d = Vector3.Distance(result, this.outputValue);
// // if (d < 0.5f) {
// // //Debug.Log($"insignificant update: {d}");
// // return;
// // }
// this.outputValue = result;
// foreach (INucleus receiver in this.receivers)
// receiver.UpdateState();
// }
public void UpdateNuclei() {
this.stale++;
if (this.stale > 2)
_outputValue = Vector3.zero;
//foreach (IReceptor nucleus in this.prefab.nuclei)
foreach (IReceptor nucleus in this.nuclei)
nucleus.UpdateNuclei();
}
#endregion Update
#endregion Runtime
}