Pascal Serrarens 4ae9a15fc6 Squashed 'NanoBrain/' changes from 832d849..cc9a845
cc9a845 Fix sleeping for product combinator
e4ba7f8 Better cross-cluster monitoring
4f8a6ab Improved (but not fixed) cross-cluster monitoring
b12616b Fix neuron output visualisation
96439cc Visualize all outputs
d583e67 WIP cluster references/instance
04bab92 Fix links to multiple cluster neurons & cleanup
e17a249 Cross-cluster editor links
0ab2d21 Migrating and cleaning up
b6630ad First steps to using instanceCount for clusters
8801fa2 Cluster reimport fixes
befb69d full graph with collapsed clusters
1a1919f Fix expansion of clsuter arrays
c708f4d Improved clusterarray support
c2e4e1b Fix Cluster array extension
02047a4 Adde full graph scrollbar
471ed36 Completed full graph integration
830e3e7 Added full graph view mode
249e888 Improve full graph view
308a6a1 The Entities are battling
75d9d1c Cleanup
c8f0f0c Fix aging of neurons
e2e169c small fixes
619ced6 Removed the use of Receptors
19f9296 Simplifications
bc0a796 Integrated clusterarray in cluster
e40dd23 Fixed clusterViewer for clusterarrays
b0f4b41 Status quo adding clusterArrays
1fc75a8 Added ClusterArray
0023920 Cover seeking(-ish) behaviour
1c7b8e7 Added Tanh Activation
a99d40c BrainViewer added
db43655 Pew pew!
18ef4cd Merge commit '89017475984bbbf1899fb38846c5bb0e7775dedd' into NanoBrain

git-subtree-dir: NanoBrain
git-subtree-split: cc9a845b643ffb4a9abe4f7da787ac5c5b14dae8
2026-04-23 15:22:02 +02:00

789 lines
33 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_MATHEMATICS
using Unity.Mathematics;
using static Unity.Mathematics.math;
#endif
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....
public ClusterPrefab prefab;
/// <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];
}
}
// This should not be serialized
[SerializeReference]
public Cluster[] siblingClusters;
// This serialization should be enough
public int instanceCount = 1;
public Dictionary<int, Cluster> thingClusters = new();
[SerializeReference]
public List<Nucleus> clusterNuclei = new();
// the nuclei sorted using topological sorting
// to ensure that the cluster is computer in the right order
public List<Nucleus> sortedNuclei;
#region Init
/// <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.name = prefab.name;
this.parent = parent;
this.parent?.clusterNuclei.Add(this);
ClonePrefab();
_ = this.inputs;
this.sortedNuclei = TopologicalSort(this.clusterNuclei);
}
/// <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.name = prefab.name;
this.clusterPrefab = parent;
if (this.clusterPrefab != null)
this.clusterPrefab.nuclei.Add(this);
ClonePrefab();
_ = this.inputs;
this.sortedNuclei = TopologicalSort(this.clusterNuclei);
}
/// <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() {
Nucleus[] prefabNuclei = this.prefab.nuclei.ToArray();
// first clone the nuclei without their connections
foreach (Nucleus nucleus in prefabNuclei) {
nucleus.ShallowCloneTo(this);
}
Nucleus[] clonedNuclei = this.clusterNuclei.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 is not null && synapseNeuron.clusterPrefab != this.clusterPrefab) {
// Neuron is in another cluster, find the cloned cluster first
Cluster prefabCluster = synapseNeuron.parent;
int clusterIx = GetNucleusIndex(prefabNuclei, prefabCluster);
if (clusterIx < 0)
// Could not find the cluster in the prefab
continue;
if (clonedNuclei[clusterIx] is not Cluster clonedCluster)
// Could not find the cloned cluster
continue;
// Now find the neuron in that cloned cluster
int neuronIx = GetNucleusIndex(prefabCluster.prefab.nuclei, prefabSynapse.neuron);
if (neuronIx < 0)
// Could not find the neuron in the prefab cluster
continue;
if (clonedCluster.clusterNuclei[neuronIx] is not Neuron clonedSender)
// Could not find the neuron in the cloned cluster
continue;
clonedSender.AddReceiver(clonedNeuron, prefabSynapse.weight);
}
else {
int ix = GetNucleusIndex(prefabNuclei, 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);
}
}
// // Copy the receivers, which will also create the synapses
// foreach (Nucleus receiver in prefabNeuron.receivers.ToArray()) {
// int ix = GetNucleusIndex(prefabNuclei, receiver);
// if (ix < 0)
// continue;
// if (clonedNuclei[ix] is not Nucleus clonedReceiver)
// continue;
// // Find the synapse for the weight
// float weight = 1;
// foreach (Synapse synapse in receiver.synapses) {
// // Find the weight for this synapse
// if (synapse.neuron == prefabNucleus) {
// weight = synapse.weight;
// break;
// }
// }
// clonedNeuron.AddReceiver(clonedReceiver, weight);
// }
}
/*
// Copy the siblings for clusters
for (int nucleusIx = 0; nucleusIx < prefabNuclei.Length; nucleusIx++) {
Nucleus prefabNucleus = prefabNuclei[nucleusIx];
if (prefabNucleus is not Cluster prefabCluster)
continue;
if (prefabCluster.siblingClusters == null || prefabCluster.siblingClusters.Length == 0)
continue;
Cluster clonedNucleus = clonedNuclei[nucleusIx] as Cluster;
if (prefabCluster == prefabCluster.siblingClusters[0]) {
// We clone the array only for the first entry
//NucleusArray clonedArray = new(prefabReceptor.nucleiArray.Length);
Cluster[] clonedArray = new Cluster[prefabCluster.siblingClusters.Length];
int arrayIx = 0;
foreach (Cluster prefabArrayNucleus in prefabCluster.siblingClusters) {
int arrayNucleusIx = GetNucleusIndex(prefabNuclei, prefabArrayNucleus);
if (arrayNucleusIx >= 0) {
Cluster clonedArrayNucleus = clonedNuclei[arrayNucleusIx] as Cluster;
clonedArray[arrayIx] = clonedArrayNucleus;
}
else {
Debug.LogError($" Could not find prefab nucleus {prefabNucleus.name} in the clones");
}
arrayIx++;
}
clonedNucleus.siblingClusters = clonedArray;
}
else {
// The others will refer to the array created for the first nucleus in the array
int firstNucleusIx = GetNucleusIndex(prefabNuclei, prefabCluster.siblingClusters[0]);
Cluster clonedFirstNucleus = clonedNuclei[firstNucleusIx] as Cluster;
clonedNucleus.siblingClusters = clonedFirstNucleus.siblingClusters;
}
}
/*
// Collect the subclusters
List<Cluster> subClusters = new();
foreach (Nucleus nucleus in prefabNuclei) {
foreach (Synapse synapse in nucleus.synapses) {
Nucleus synapseNucleus = synapse.neuron;
Cluster subCluster = synapseNucleus.parent;
if (subCluster is null ||
synapseNucleus.clusterPrefab == this.clusterPrefab) {
continue;
}
// if (synapseNucleus is not Cluster subCluster)
// continue;
if (subClusters.Contains(subCluster))
continue;
subClusters.Add(subCluster);
}
}
// Create the subcluster instances
foreach (Cluster subCluster in subClusters) {
for (int ix = 0; ix < subCluster.instanceCount; ix++) {
// create the new instance
Cluster clusterInstance = new(subCluster.prefab);
// connect it
foreach ((Neuron sender, Nucleus receiver) in subCluster.CollectConnections()) {
int receiverIx = GetNucleusIndex(prefabNuclei, receiver);
if (receiverIx < 0)
continue;
if (clonedNuclei[receiverIx] is not Nucleus clonedReceiver)
continue;
// Find the synapse for the weight
float weight = 1;
foreach (Synapse synapse in receiver.synapses) {
// Find the weight for this synapse
if (synapse.neuron == sender) {
weight = synapse.weight;
break;
}
}
if (clusterInstance.GetNucleus(sender.name) is not Neuron clonedSender)
continue;
clonedSender.AddReceiver(clonedReceiver, weight);
}
}
}
*/
foreach (Nucleus nucleus in this.clusterNuclei) {
if (nucleus is Cluster clonedSubCluster)
RestoreAllExternalReceivers(clonedSubCluster, this.prefab, this);
}
}
/// <summary>
/// Sort the nuclei in a correct evaluation order
/// </summary>
/// <param name="nodes"></param>
/// <returns></returns>
/// <exception cref="InvalidOperationException"></exception>
private List<Nucleus> TopologicalSort(List<Nucleus> nodes) {
Dictionary<Nucleus, int> inDegree = new();
foreach (Nucleus node in nodes)
inDegree[node] = 0; // Initialize in-degree to zero
// Calculate in-degrees
foreach (Nucleus node in nodes) {
if (node is Cluster cluster) {
foreach (Nucleus receiver in cluster.CollectReceivers())
inDegree[receiver]++;
}
else if (node is Neuron neuron) {
foreach (Nucleus receiver in neuron.receivers)
inDegree[receiver]++;
}
}
Queue<Nucleus> queue = new();
foreach (Nucleus node in nodes) {
if (inDegree[node] == 0) // Nodes with no dependencies
queue.Enqueue(node);
}
// The queue basically stores all input nuclei?
List<Nucleus> sortedOrder = new();
while (queue.Count > 0) {
Nucleus current = queue.Dequeue();
sortedOrder.Add(current); // Process the node
if (current is Neuron neuron) {
foreach (Nucleus receiver in neuron.receivers) {
inDegree[receiver]--;
if (inDegree[receiver] == 0) // If all dependencies resolved
queue.Enqueue(receiver);
}
}
else if (current is Cluster cluster) {
foreach (Nucleus receiver in cluster.CollectReceivers()) {
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 override Nucleus Clone(ClusterPrefab parent) {
Cluster clone = new(this.prefab, parent);
foreach (Synapse synapse in this.synapses) {
Synapse clonedSynapse = clone.AddSynapse(synapse.neuron);
clonedSynapse.weight = synapse.weight;
}
foreach (Nucleus nucleus in this.clusterNuclei) {
if (nucleus is Neuron output) {
foreach (Nucleus receiver in output.receivers) {
int ix = GetNucleusIndex(this.clusterNuclei, output);
Debug.Log($"{output.name} -> {receiver.name}: {ix}");
if (ix < 0)
continue;
if (clone.clusterNuclei[ix] is not Neuron clonedOutput)
continue;
clonedOutput.AddReceiver(receiver);
}
}
}
return clone;
}
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,
clusterPrefab = this.clusterPrefab,
};
// Somehow siblingClusters should be cloned too. Believe I do this in ClonePrefab right now.
return clone;
}
private static void RestoreAllExternalReceivers(Cluster clonedCluster, ClusterPrefab prefabParent, Cluster clonedParent) {
int clonedClusterIx = GetNucleusIndex(clonedParent.clusterNuclei, clonedCluster);
if (prefabParent.nuclei[clonedClusterIx] is not Cluster sourceCluster)
return;
for (int nucleusIx = 0; nucleusIx < sourceCluster.clusterNuclei.Count; nucleusIx++) {
Nucleus sourceNucleus = sourceCluster.clusterNuclei[nucleusIx];
if (sourceNucleus is not Neuron sourceNeuron)
continue;
if (clonedCluster.clusterNuclei[nucleusIx] is not Neuron clonedNeuron)
continue;
// copy the receivers (and thus synapses) from the source to the clone
foreach (Nucleus receiver in sourceNeuron.receivers) {
int ix = GetNucleusIndex(prefabParent.nuclei, receiver);
if (ix < 0 || ix >= clonedParent.clusterNuclei.Count)
continue;
Nucleus clonedReceiver = clonedParent.clusterNuclei[ix];
// Find the synapse for the weight
float weight = 1;
foreach (Synapse synapse in receiver.synapses) {
// Find the weight for this synapse
if (synapse.neuron == sourceNucleus) {
weight = synapse.weight;
break;
}
}
clonedNeuron.AddReceiver(clonedReceiver, weight);
// Debug.Log($"external: {clonedReceiver.name} receives from {clonedNeuron.name} {clonedNeuron.GetHashCode()}");
}
}
}
protected int GetNucleusIndex(Nucleus[] nuclei, Nucleus nucleus) {
for (int i = 0; i < nuclei.Length; i++) {
if (nucleus == nuclei[i])
return i;
}
return -1;
}
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 (nucleus == nucleiElement)
return i;
i++;
}
return -1;
}
#endregion Init
#region Cluster Array
public void AddInstance() {
this.instanceCount++;
}
public void AddInstance(ClusterPrefab prefab) {
// Ensure siblingClusters exists
if (this.siblingClusters == null || this.siblingClusters.Length == 0)
this.siblingClusters = new Cluster[1] { this };
// Prepare the new array
int newLength = this.siblingClusters.Length + 1;
Cluster[] newSiblings = new Cluster[newLength];
for (int i = 0; i < newSiblings.Length - 1; i++)
newSiblings[i] = this.siblingClusters[i];
Cluster newCluster = this.Clone(prefab) as Cluster;
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.siblingClusters = newSiblings;
}
public void RemoveInstance() {
if (instanceCount > 1)
instanceCount--;
else {
if (this.siblingClusters == null || this.siblingClusters.Length <= 1)
return;
// Prepare the new array
int newLength = this.siblingClusters.Length - 1;
Cluster[] newClusters = new Cluster[newLength];
for (int i = 0; i < newLength; i++)
newClusters[i] = this.siblingClusters[i];
Neuron.Delete(this.siblingClusters[^1]);
this.siblingClusters = newClusters;
}
}
public virtual Cluster GetThingCluster() {
Cluster selectedCluster = SelectCluster();
return selectedCluster;
}
public virtual Cluster GetThingCluster(int thingId, string thingName = null) {
if (thingClusters.TryGetValue(thingId, out Cluster cluster))
return cluster;
Cluster selectedCluster = SelectCluster();
thingClusters[thingId] = selectedCluster;
return selectedCluster;
}
private Cluster SelectCluster() {
if (this.siblingClusters == null)
return this;
// Find a sleeping cluster
foreach (Cluster cluster in this.siblingClusters) {
if (cluster.defaultOutput.isSleeping) {
RemoveThingCluster(cluster);
return cluster;
}
}
// Otherwise find longest unused cluster
Cluster unusedCluster = this.siblingClusters[0];
for (int ix = 1; ix < this.siblingClusters.Length; ix++) {
if (this.siblingClusters[ix].defaultOutput.lastUpdate < unusedCluster.defaultOutput.lastUpdate)
unusedCluster = this.siblingClusters[ix];
}
RemoveThingCluster(unusedCluster);
return unusedCluster;
}
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);
}
public bool SameSiblingsAs(Cluster[] otherSiblingClusters) {
if (this.siblingClusters == null)
return false;
for (int ix = 0; ix < this.siblingClusters.Length; ix++) {
if (this.siblingClusters[ix] != otherSiblingClusters[ix])
return false;
}
return true;
}
public void AddArrayReceiver(Nucleus receiverToAdd, float weight = 1) {
this.defaultOutput.AddReceiver(receiverToAdd, weight);
// foreach (Cluster cluster in this.siblingClusters) {
// cluster.defaultOutput.AddReceiver(receiverToAdd, weight);
// }
}
#endregion ClusterArray
//public Dictionary<string, Nucleus> nucleiDict = new();
public List<Nucleus> _inputs = null;
public virtual List<Nucleus> inputs {
get {
if (this._inputs == null) {
this._inputs = new();
foreach (Nucleus nucleus in this.clusterNuclei) {
// inputs have no synapses
if (nucleus.synapses.Count == 0)
this._inputs.Add(nucleus);
}
ComputeOrders();
}
return this._inputs;
}
}
public Dictionary<Nucleus, List<Nucleus>> computeOrders = new();
private void ComputeOrders() {
foreach (Nucleus input in this._inputs)
computeOrders[input] = TopologicalSort2(input);
}
private List<Nucleus> TopologicalSort2(Nucleus startNode) {
Dictionary<Nucleus, int> inDegree = new();
HashSet<Nucleus> visited = new();
// Initialize in-degrees and mark all nodes as unvisited
foreach (Nucleus node in this.clusterNuclei)
inDegree[node] = 0;
// Calculate in-degrees for all nodes reachable from the start node
Queue<Nucleus> queue = new Queue<Nucleus>();
queue.Enqueue(startNode);
visited.Add(startNode);
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();
// if (current is Neuron neuron) {
foreach (Nucleus receiver in receivers) {
if (!visited.Contains(receiver)) {
visited.Add(receiver);
queue.Enqueue(receiver);
}
inDegree[receiver]++;
}
// }
}
// Perform topological sort on all reachable nodes
queue.Clear();
foreach (Nucleus node in visited) {
if (inDegree[node] == 0)
queue.Enqueue(node);
}
List<Nucleus> sortedOrder = new List<Nucleus>();
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();
//if (current is Neuron neuron) {
foreach (Nucleus receiver in receivers) {
if (visited.Contains(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;
}
public virtual Neuron defaultOutput {//=> this.nuclei[0] as Nucleus;
get {
if (this.clusterNuclei.Count > 0)
return this.clusterNuclei[0] as Neuron;
return null;
}
}
protected List<Neuron> _outputs = null;
public List<Neuron> outputs {
get {
if (this._outputs == null) {
this._outputs = new();
foreach (Nucleus nucleus in this.clusterNuclei) {
if (nucleus is Neuron neuron && neuron.receivers.Count == 0)
this._outputs.Add(neuron);
}
}
return this._outputs;
}
}
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 Cluster) { //IReceptor receptor) {
if (nucleus.name == nucleusName | nucleus.name == nucleusName0)
return nucleus;
}
else if (nucleus.name == nucleusName)
return nucleus;
}
return null;
}
}
#region Receivers
public virtual List<Nucleus> CollectReceivers() {
List<Nucleus> receivers = new();
foreach (Nucleus outputNucleus in this.clusterNuclei) {
if (outputNucleus is not Neuron output)
continue;
foreach (Nucleus receiver in output.receivers) {
// Only add receivers outside this cluster
if (receiver.clusterPrefab != this.prefab)
receivers.Add(receiver);
}
}
return receivers;
}
public List<(Neuron, Nucleus)> CollectConnections() {
List<(Neuron, Nucleus)> connections = new();
foreach (Nucleus outputNucleus in this.clusterNuclei) {
if (outputNucleus is not Neuron output)
continue;
foreach (Nucleus receiver in output.receivers) {
// Only add receivers outside this cluster
if (receiver.clusterPrefab != this.prefab)
connections.Add((output, receiver));
}
}
return connections;
}
public void MoveReceivers(Cluster newCluster) {
Debug.Log($"Move receivers for {this.name} to {newCluster.name}");
foreach (Nucleus outputNucleus in this.clusterNuclei) {
if (outputNucleus is not Neuron output)
continue;
// Find the existing output in the new cluster
if (newCluster.GetNucleus(output.name) is not Neuron newOutput) {
Debug.LogWarning($"Could not find output {this.name}.{output.name} in {newCluster.name}");
continue;
}
Debug.Log($"Check {this.name}.{output.name} receivers");
Nucleus[] receivers = output.receivers.ToArray();
foreach (Nucleus receiver in receivers) {
if (receiver.clusterPrefab != this.prefab) {
// Replace synapse with new synapse
// to the new cluster
Debug.Log($"move {receiver.name} from {this.name}.{output.name} to {newCluster.name}.{newOutput.name}");
Synapse synapse = receiver.GetSynapse(output);
newOutput.AddReceiver(receiver, synapse.weight);
output.RemoveReceiver(receiver);
}
}
}
}
#endregion Receivers
#region Update
public void UpdateFromNucleus(Nucleus startNucleus) {
// no bias+synapse input state calculation for now...
if (this.computeOrders.ContainsKey(startNucleus) == false) {
//Debug.LogError($"{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!");
}
public override void UpdateNuclei() {
foreach (Nucleus nucleus in this.clusterNuclei)
nucleus.UpdateNuclei();
}
#endregion Update
}
}