Pascal Serrarens 4363079d43 Squashed 'NanoBrain/' changes from 7ef8e42..ec3b1d4
ec3b1d4 Completed cluster documentation
348fee3 Update .gitea/workflows/copy_documentation.yml
911e52f Update .gitea/workflows/copy_documentation.yml
d472790 Update .gitea/workflows/copy_documentation.yml
b87f40f Trying to get the workflow running...10
2b0db4f Trying to get the workflow running...9
927fd6d Trying to get the workflow running...8
176f399 Trying to get the workflow running...7
3c841c7 Trying to get the workflow running...6
5c798c2 Trying to get the workflow running...5
30b25a1 Trying to get the workflow running...4
5edf019 Trying to get the workflow running...3
587cf82 Trying to get the workflow running...2
a1d3aa7 Trying to get the workflow running...1
97ec277 Removed LinearAlgebra, first setup webserver copy workflow
5827396 Fixed documentation links
ce19335 Added Documentation
da370bb Improvements
32b5885 Multi smell works
33ea14b Single smell works
a651ec6 Add neuron property drawer
baa7def Pheromones WIP
551b4d9 Improve ant walking speed
7187f61 Ant is walking again
c78722a Make it work again
2ff550c Removed clusterPrefab property
2ef67fe Cleanup and fix connect neuron
a9a0072 Merge commit 'dd326823a8256f3ddb808e071d98c4aede72e410'
22ee17c Insect rig improvements
b6a3bc1 Added insect body parts
517e738 Merge commit '4ae9a15fc61f386b96ce0f7b440780f562d7dc68'
033ddf4 Merge commit '05fd588f9bc41d84113d410a2ca992f1a2ee66e0'
ef700c0 Merge commit '3f8716794ad9d685cfb9ed9dd230eb31cd8df10f'
7d5e157 Added NanoBrain namespace
f138201 Merge commit '611055cdcd58b01f2f19991ad35eb8fe8e573ebb'
1c4d361 Merge commit '9fcbaa5bf84f91680d24b56dbf114bcb97de4aee'
0f83945 Added NanoBrain subtree
6f398ad Merge commit '8e87e4ea77308b51c3691bdad96e7f9707952821' as 'NanoBrain'
587f104 Move out non-subtree NanoBrain
fc581a0 cleanup & documentation
837c5ce WIP Physics based walking
63486d1 The ant does it ant things!
ce8e476 Added sample assets...
88d5eb5 Placing home pheromones
481829c Ensure model follows target in editor
018c99d Any walks
e709ea4 Steps to get it working
c1dcc83 Initial Ant setup
af2fa77 Merge commit '04ca8dda0793476a59fc06f1958453730a99c105' as 'NanoBrain'
04ca8dd Squashed 'NanoBrain/' content from commit b3423b9
d9ba98d WIP: Initial scripts
2219e98 Initial commit

git-subtree-dir: NanoBrain
git-subtree-split: ec3b1d46ab2b9f332a8ae63589b09c3fb6fb1b1a
2026-05-07 15:25:20 +02:00

626 lines
23 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
#if UNITY_MATHEMATICS
using Unity.Mathematics;
using static Unity.Mathematics.math;
#endif
namespace NanoBrain {
/// <summary>
/// A neuron is a basic Nucleus
/// </summary>
[Serializable]
public class Neuron : Nucleus {
/// <summary>
/// Create a new Neuron in a Cluster instance
/// </summary>
/// <param name="parent">The parent cluster in which the new Neuron should be created</param>
/// <param name="name">The name of the new Neuron</param>
public Neuron(Cluster parent, string name) {
this.parent = parent;
this.name = name;
this.parent?.nuclei.Add(this);
}
/// <summary>
/// Create a new Neuron in a Cluster Prefab
/// </summary>
/// <param name="prefab">The Cluster Preafb in which the new Neuron should be created</param>
/// <param name="name">The name of the new Neuron</param>
// public Neuron(ClusterPrefab prefab, string name) {
// this.clusterPrefab = prefab;
// this.name = name;
// if (this.clusterPrefab != null) {
// this.clusterPrefab.cluster.nuclei.Add(this);
// this.clusterPrefab.cluster.RefreshOutputs();
// }
// else
// Debug.LogError("No prefab when adding neuron to prefab");
// }
#region Serialization
/// <summary>
/// The bias
/// </summary>
/// The bias which a value which is always added to the combined value of the neuron
/// It does not have a synapse and therefore no weight of source nucleus
public Vector3 bias = Vector3.zero;
#region Synapses
[SerializeField]
private List<Synapse> _synapses = new();
/// <summary>
/// The synapses of the nucleus
/// </summary>
public List<Synapse> synapses => _synapses;
/// <summary>
/// Add a new synapse to this nuclues
/// </summary>
/// <param name="sendingNucleus">The nucleus from which the signals may originate</param>
/// <param name="weight">The weight applied to the input. Default value = 1</param>
/// <returns>The created Synapse</returns>
/// This will add a new input to this nucleus with the given weight.
public Synapse AddSynapse(Neuron sendingNucleus, float weight = 1) {
Synapse synapse = new(sendingNucleus, weight);
this.synapses.Add(synapse);
return synapse;
}
// public Synapse AddSynapse(ClusterPrefab clusterPrefab, string neuronName, float weight = 1) {
// }
/// <summary>
/// Find a synapse
/// </summary>
/// <param name="sender">The sender of the input to the Synapse</param>
/// <returns>The found Synapse or null when the sender has no synapse to this nucleus.</returns>
public Synapse GetSynapse(Nucleus sender) {
foreach (Synapse synapse in this.synapses)
if (synapse.neuron == sender)
return synapse;
return null;
}
/// <summary>
/// Remove a synapse from a Nucleus
/// </summary>
/// <param name="sendingNucleus">Remote the synapse connecting to this Nucleus</param>
public void RemoveSynapse(Nucleus sendingNucleus) {
this.synapses.RemoveAll(synapse => synapse.neuron == sendingNucleus);
}
#endregion Synapses
/// <summary>
/// Set the bias, recalculate the output and update all Nuclei receiving from this Nucleus
/// </summary>
/// <param name="inputValue"></param>
public virtual void SetBias(Vector3 inputValue) {
this.bias = inputValue;
this.lastUpdate = Time.time;
this.parent?.UpdateFromNucleus(this);
}
/// <summary>
/// The type of combinators
/// </summary>
/// A combinator combines the weighted values of the synapses to a single value
public enum CombinatorType {
/// Add the weighted values together
Sum,
/// Multiply the weighted values
Product,
}
/// <summary>
/// The type of combinator used for this Neuron
/// </summary>
public CombinatorType combinator = CombinatorType.Sum;
/// <summary>
/// The type of
/// </summary>
public enum ActivationType {
Linear,
Power,
Sqrt,
Reciprocal,
Tanh,
Binary,
Normalized,
Custom
}
[SerializeField]
public ActivationType _curvePreset;
public ActivationType curvePreset {
get { return _curvePreset; }
set {
_curvePreset = value;
this.curve = GenerateCurve();
}
}
public AnimationCurve curve;
public float curveMax = 1.0f;
public AnimationCurve GenerateCurve() {
switch (this.curvePreset) {
case ActivationType.Linear:
this.curveMax = 1;
return Presets.Linear(1);
case ActivationType.Power:
this.curveMax = 1;
return Presets.Power(2.0f, 1);
case ActivationType.Sqrt:
this.curveMax = 1;
return Presets.Power(0.5f, 1);
case ActivationType.Reciprocal:
this.curveMax = 1 / 0.01f * 1;
return Presets.Reciprocal(1);
case ActivationType.Tanh:
this.curveMax = 1;
return Presets.Tanh(1);
case ActivationType.Binary:
this.curveMax = 1;
return Presets.Binary();
case ActivationType.Normalized:
this.curveMax = 1;
return Presets.Binary();
default:
this.curveMax = 1;
return this.curve;
}
}
public static class Presets {
private const int samples = 32;
public static AnimationCurve Linear(float weight) {
return AnimationCurve.Linear(0f, 0f, 1000f, weight * 1000);
}
public static AnimationCurve Power(float exponent, float weight) {
// build keyframes
Keyframe[] keys = new Keyframe[samples];
for (int i = 0; i < samples; i++) {
float t = i / (float)(samples - 1);
float v = Mathf.Pow(t, exponent) * weight;
keys[i] = new Keyframe(t, v);
}
AnimationCurve curve = new(keys);
// set tangent modes for each key to Auto (smooth). Use Linear if you prefer straight segments.
for (int i = 0; i < curve.length; i++) {
AnimationUtility.SetKeyLeftTangentMode(curve, i, AnimationUtility.TangentMode.Auto);
AnimationUtility.SetKeyRightTangentMode(curve, i, AnimationUtility.TangentMode.Auto);
}
return curve;
}
public static AnimationCurve Reciprocal(float weight) {
int samples = 128;
float xMin = 0.001f;
float xMax = 1;
var keys = new Keyframe[samples];
for (int i = 0; i < samples; i++) {
float t = i / (float)(samples - 1);
float x = Mathf.Lerp(xMin, xMax, t);
float y = 1f / x * weight;
keys[i] = new Keyframe(x, y);
}
var curve = new AnimationCurve(keys);
for (int i = 0; i < curve.length; i++) {
AnimationUtility.SetKeyLeftTangentMode(curve, i, AnimationUtility.TangentMode.Linear);
AnimationUtility.SetKeyRightTangentMode(curve, i, AnimationUtility.TangentMode.Linear);
}
return curve;
}
public static AnimationCurve Tanh(float weight) {
//int samples = 128;
float xMin = 0.001f;
float xMax = 1;
var keys = new Keyframe[samples];
for (int i = 0; i < samples; i++) {
float t = i / (float)(samples - 1);
float x = Mathf.Lerp(xMin, xMax, t);
float y = MathF.Tanh(x * weight);
keys[i] = new Keyframe(x, y);
}
var curve = new AnimationCurve(keys);
for (int i = 0; i < curve.length; i++) {
AnimationUtility.SetKeyLeftTangentMode(curve, i, AnimationUtility.TangentMode.Linear);
AnimationUtility.SetKeyRightTangentMode(curve, i, AnimationUtility.TangentMode.Linear);
}
return curve;
}
public static AnimationCurve Binary() {
return AnimationCurve.Linear(0, 0, 1, 1);
}
}
#endregion Serialization
#if UNITY_MATHEMATICS
protected float3 _outputValue;
public virtual float3 outputValue {
get { return _outputValue; }
set {
_outputValue = value;
if (this.isFiring)
WhenFiring?.Invoke();
}
}
public float outputMagnitude => length(_outputValue);
public float outputSqrMagnitude => lengthsq(_outputValue);
#else
protected Vector3 _outputValue;
public virtual Vector3 outputValue {
get { return _outputValue; }
set {
_outputValue = value;
if (this.isFiring)
WhenFiring?.Invoke();
}
}
public float outputMagnitude => _outputValue.magnitude;
public float outputSqrMagnitude => _outputValue.sqrMagnitude;
#endif
public bool isFiring => this.outputMagnitude > 0.5f;
public Action WhenFiring;
public bool persistOutput = false;
public virtual bool isSleeping => !persistOutput && (Time.time - this.lastUpdate > this.timeToSleep);
public void SleepCheck() {
if (this.isSleeping) {
#if UNITY_MATHEMATICS
this._outputValue = new float3(0, 0, 0);
#else
this._outputValue = new Vector3(0,0,0);
#endif
}
}
/// <summary>
/// Toggle for printing debugging trace data
/// </summary>
//public bool trace = false;
//[NonSerialized]
public float lastUpdate = 0;
public readonly float timeToSleep = 1f;
/// \copydoc NanoBrain::Nucleus::ShallowCloneTo
public override Nucleus ShallowCloneTo(Cluster newParent) {
Neuron clone = new(newParent, this.name) {
// prefabNucleus = this
};
CloneFields(clone);
return clone;
}
// \copydoc NanoBrain::Nucleus::Clone
// public override Nucleus Clone(ClusterPrefab prefab) {
// Neuron clone = new(prefab.cluster, this.name);
// CloneFields(clone);
// foreach (Synapse synapse in this.synapses) {
// Synapse clonedSynapse = clone.AddSynapse(synapse.neuron);
// clonedSynapse.weight = synapse.weight;
// }
// foreach (Nucleus receiver in this.receivers) {
// clone.AddReceiver(receiver);
// }
// return clone;
// }
protected virtual void CloneFields(Neuron clone) {
clone.bias = this.bias;
clone.persistOutput = this.persistOutput;
clone.combinator = this.combinator;
clone.curve = this.curve;
clone.curvePreset = this.curvePreset;
clone.curveMax = this.curveMax;
}
public static void Delete(Nucleus nucleus) {
if (nucleus == null)
return;
if (nucleus is Neuron neuron) {
foreach (Synapse synapse in neuron.synapses) {
if (synapse.neuron is Neuron synapse_nucleus) {
if (synapse_nucleus.receivers.Count > 1) {
// there is another nucleus feeding into this input nucleus
synapse_nucleus.receivers.RemoveAll(r => r == nucleus);
}
else {
// No other links, delete it.
Neuron.Delete(synapse_nucleus);
}
}
}
foreach (Nucleus receiver in neuron.receivers) {
if (receiver is not Neuron receiverNeuron)
continue;
if (receiver != null && receiverNeuron.synapses != null)
receiverNeuron.synapses.RemoveAll(s => s.neuron == nucleus);
}
}
else if (nucleus is Cluster cluster) {
// remove all receivers for this cluster
foreach (Nucleus clusterNucleus in cluster.nuclei) {
if (clusterNucleus is Neuron output) {
foreach (Nucleus receiver in output.receivers) {
if (receiver is not Neuron receiverNeuron)
continue;
receiverNeuron.synapses.RemoveAll(s => s.neuron == output);
}
}
}
}
if (nucleus.parent.prefab != null) {
nucleus.parent.prefab.cluster.nuclei.RemoveAll(n => n == nucleus);
nucleus.parent.prefab.cluster.RefreshOutputs();
nucleus.parent.prefab.GarbageCollection();
}
}
public override void UpdateStateIsolated() {
var result = Combinator();
this.outputValue = ApplyActivator(result);
this.lastUpdate = Time.time;
}
protected void CheckSleepingSynapses() {
foreach (Synapse synapse in this.synapses)
synapse.neuron.SleepCheck();
}
#region Combinator
#if UNITY_MATHEMATICS
protected Func<float3> Combinator => combinator switch {
CombinatorType.Sum => CombinatorSum,
CombinatorType.Product => CombinatorProduct,
_ => CombinatorSum
};
public float3 CombinatorSum() {
float3 sum = this.bias;
foreach (Synapse synapse in this.synapses) {
synapse.neuron.SleepCheck();
sum += synapse.weight * synapse.neuron.outputValue;
}
return sum;
}
public float3 CombinatorProduct() {
float3 product = this.bias;
foreach (Synapse synapse in this.synapses) {
synapse.neuron.SleepCheck();
product *= synapse.weight * synapse.neuron.outputValue;
}
return product;
}
#else
protected Func<Vector3> Combinator => combinator switch {
CombinatorType.Sum => CombinatorSum,
CombinatorType.Product => CombinatorProduct,
CombinatorType.Max => CombinatorMax,
_ => CombinatorSum
};
public Vector3 CombinatorSum() {
Vector3 sum = this.bias;
foreach (Synapse synapse in this.synapses)
sum += synapse.weight * synapse.neuron.outputValue;
return sum;
}
public Vector3 CombinatorProduct() {
Vector3 product = this.bias;
foreach (Synapse synapse in this.synapses) {
//product *= synapse.weight * synapse.neuron.outputValue;
product = Vector3.Scale(product, synapse.weight * synapse.neuron.outputValue);
}
return product;
}
public Vector3 CombinatorMax() {
Vector3 max = this.bias;
float maxLength = max.magnitude;
//Applying the weight factors
foreach (Synapse synapse in this.synapses) {
Vector3 input = synapse.weight * synapse.neuron.outputValue;
float inputLength = input.magnitude;
if (inputLength > maxLength) {
max = input;
maxLength = inputLength;
}
}
return max;
}
#endif
#endregion Combinator
#region Activator
#if UNITY_MATHEMATICS
// This does not allocate memory and seems faster than the solution below
float3 ApplyActivator(float3 x) {
switch (curvePreset) {
case ActivationType.Linear: return ActivatorLinear(x);
case ActivationType.Sqrt: return ActivatorSqrt(x);
case ActivationType.Power: return ActivatorPower(x);
case ActivationType.Reciprocal: return ActivatorReciprocal(x);
case ActivationType.Tanh: return ActivatorTanh(x);
case ActivationType.Binary: return ActivatorBinary(x);
case ActivationType.Normalized: return ActivatorNormalized(x);
default: return ActivatorCustom(x);
}
}
public Func<float3, float3> Activator => this.curvePreset switch {
ActivationType.Linear => ActivatorLinear,
ActivationType.Sqrt => ActivatorSqrt,
ActivationType.Power => ActivatorPower,
ActivationType.Reciprocal => ActivatorReciprocal,
ActivationType.Tanh => ActivatorTanh,
ActivationType.Binary => ActivatorBinary,
ActivationType.Normalized => ActivatorNormalized,
_ => ActivatorCustom
};
protected float3 ActivatorLinear(float3 input) {
return input;
}
protected float3 ActivatorSqrt(float3 input) {
float3 result = normalize(input) * System.MathF.Sqrt(length(input));
return result;
}
protected float3 ActivatorPower(float3 input) {
float3 result = normalize(input) * System.MathF.Pow(length(input), 2);
return result;
}
protected float3 ActivatorReciprocal(float3 input) {
float magnitude = length(input);
if (magnitude == 0)
return new float3(0, 0, 0);
float3 result = normalize(input) * (1 / magnitude);
return result;
}
protected float3 ActivatorTanh(float3 input) {
float magnitude = length(input);
float3 result = normalize(input) * MathF.Tanh(magnitude);
return result;
}
protected float3 ActivatorBinary(float3 input) {
float magnitude = length(input);
float value = Mathf.Clamp01(magnitude);
return float3(value, value, value);
}
protected float3 ActivatorNormalized(float3 input) {
if (lengthsq(input) == 0)
return input;
float3 result = normalize(input);
return result;
}
protected float3 ActivatorCustom(float3 input) {
float activatedValue = this.curve.Evaluate(length(input));
float3 result = normalize(input) * activatedValue;
return result;
}
#else
public Func<Vector3, Vector3> Activator => this.curvePreset switch {
CurvePresets.Linear => ActivatorLinear,
CurvePresets.Sqrt => ActivatorSqrt,
CurvePresets.Power => ActivatorPower,
CurvePresets.Reciprocal => ActivatorReciprocal,
_ => ActivatorCustom
};
protected Vector3 ActivatorLinear(Vector3 input) {
return input;
}
protected Vector3 ActivatorSqrt(Vector3 input) {
Vector3 result = input.normalized * System.MathF.Sqrt(input.magnitude);
return result;
}
protected Vector3 ActivatorPower(Vector3 input) {
Vector3 result = input.normalized * System.MathF.Pow(input.magnitude, 2);
return result;
}
protected Vector3 ActivatorReciprocal(Vector3 input) {
float magnitude = input.magnitude;
if (magnitude == 0)
return new Vector3(0, 0, 0);
Vector3 result = input.normalized * (1 / magnitude);
return result;
}
protected Vector3 ActivatorCustom(Vector3 input) {
float activatedValue = this.curve.Evaluate(input.magnitude);
Vector3 result = input.normalized * activatedValue;
return result;
}
#endif
#endregion Activator
#region Receivers
[SerializeReference]
private List<Nucleus> _receivers = new();
public virtual List<Nucleus> receivers {
get { return _receivers; }
set { _receivers = value; }
}
public virtual void AddReceiver(Nucleus receiverToAdd, float weight = 1) {
if (receiverToAdd is not Neuron receiverNeuron)
return;
this._receivers.Add(receiverNeuron);
receiverNeuron.AddSynapse(this, weight);
//Debug.Log($"Add synapse {this.clusterPrefab.name}.{this.name} -> {receiverToAdd.name} --- [{this.receivers.Count}]");
}
public virtual void RemoveReceiver(Nucleus receiverToRemove) {
if (receiverToRemove is not Neuron receiverNeuron)
return;
this._receivers.RemoveAll(receiver => receiver == receiverNeuron);
receiverNeuron.synapses.RemoveAll(synapse => synapse.neuron == this);
// Nucleus prefabReceiver = receiverToRemove.prefabNucleus;
// if (this.prefabNucleus is Neuron prefabNeuron && prefabReceiver != null) {
// prefabNeuron.receivers.RemoveAll(receiver => receiver == prefabReceiver);
// prefabReceiver.synapses.RemoveAll(synapse => synapse.neuron == prefabNeuron);
// }
}
#endregion Receivers
/// <summary>
/// Process an external stimulus
/// </summary>
/// <param name="inputValue">The value of the stimulus</param>
/// <param name="thingId">The id of the thing causing the stimulus</param>
/// <param name="thingName">The name of the thing causing the stimulus</param>
public virtual void ProcessStimulus(Vector3 inputValue) {
this.lastUpdate = Time.time;
this.bias = inputValue;
this.parent?.UpdateFromNucleus(this);
}
}
}