This commit is contained in:
2025-05-13 02:53:08 +03:00
parent 581ede2f41
commit 785fbedeeb
44 changed files with 5906 additions and 0 deletions
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# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
#
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Mm]emoryCaptures/
# Asset meta data should only be ignored when the corresponding asset is also ignored
!/[Aa]ssets/**/*.meta
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
[Aa]ssets/Plugins/Editor/JetBrains*
# Visual Studio cache directory
.vs/
# Gradle cache directory
.gradle/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
*.unitypackage
# Crashlytics generated file
crashlytics-build.properties
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{
"version": "1.0",
"components": [
"Microsoft.VisualStudio.Workload.ManagedGame"
]
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Agent : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
public Vector2 ImageSpacePosition {
get {
var thisTransform = GetComponent<RectTransform>();
return new Vector3(thisTransform.anchoredPosition.x, -thisTransform.anchoredPosition.y);
}
}
public Vector2 ImageSpacePositionNormalized {
get {
var localPos = ImageSpacePosition;
var parentTransform = transform.parent.GetComponent<RectTransform>();
var parentSize = parentTransform.rect.size;
return new Vector2(localPos.x / parentSize.x, localPos.y / parentSize.y);
}
}
// Update is called once per frame
void Update()
{
if (transform.hasChanged) {
Debug.Log(ImageSpacePositionNormalized);
transform.hasChanged = false;
}
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Perceptron : MonoBehaviour
{
public List<Layer> Layers;
public List<Synapses> _synapses;
[System.Serializable]
public class Layer {
public int Size;
public bool AddOffsetNeuron;
public int TotalSize {
get {
return AddOffsetNeuron ? (Size + 1) : Size;
}
}
public void Init() {
Values = new float[TotalSize];
Errors = new float[TotalSize];
if (AddOffsetNeuron) {
Values[Values.Length - 1] = 1.0f;
}
}
public float[] Values;
public float[] Errors;
}
[System.Serializable]
public class Synapses {
public float[,] Values;
public int InSize;
public int OutSize;
public Synapses(int inSize, int outSize) {
InSize = inSize;
OutSize = outSize;
Values = new float[inSize, outSize];
SetRandom();
// SetOne();
Debug.Log($"Make synapses: {inSize}x{outSize}");
}
public void SetOne() {
for (int i = 0; i < InSize; ++i) {
for (int j = 0; j < OutSize; ++j) {
Values[i, j] = 1;
}
}
}
public void SetRandom() {
for(int i = 0; i < InSize; ++i) {
for (int j = 0; j < OutSize; ++j) {
Values[i, j] = UnityEngine.Random.value * 2.0f - 1.0f;
}
}
}
}
const float FxCapDerivative = 0.01f;
//float Fx(float x) {
// if(x > 1.0f) {
// return 1.0f + FxCapDerivative * (x - 1.0f);
// }else if(x < 0.0f) {
// return FxCapDerivative * x;
// }
// return x;
//}
//
//float FxDerivative(float x) {
// if (x > 1.0f) {
// return FxCapDerivative;
// } else if (x < 0.0f) {
// return FxCapDerivative;
// }
// return 1.0f;
//}
float Fx(float x) {
return 1.0f / (1.0f + Mathf.Exp(-x));
}
float FxDerivative(float x) {
return x * (1.0f - x);
}
public void PropagateErrors() {
for (int inLayerId = Layers.Count - 2; inLayerId >= 0; --inLayerId) {
int outLayerId = inLayerId + 1;
var inLayer = Layers[inLayerId];
var outLayer = Layers[outLayerId];
var weights = _synapses[inLayerId];
for(int i = 0; i < inLayer.Size; ++i) {
float err = 0.0f;
for (int o = 0; o < outLayer.Size; ++o) {
err += outLayer.Errors[o] * weights.Values[i, o];
}
inLayer.Errors[i] = err;
}
}
}
public void RecalculateWeights(float learnRate) {
for (int inLayerId = 0; inLayerId < Layers.Count - 1; ++inLayerId) {
int outLayerId = inLayerId + 1;
var inLayer = Layers[inLayerId];
var outLayer = Layers[outLayerId];
var weights = _synapses[inLayerId];
for (int i = 0; i < inLayer.TotalSize; ++i) {
for (int o = 0; o < outLayer.Size; ++o) {
weights.Values[i, o] += (learnRate * outLayer.Errors[o]) * FxDerivative(outLayer.Values[o]) * inLayer.Values[i];
}
}
}
}
public void CalculateOutputs() {
for (int inLayerId = 0; inLayerId < Layers.Count - 1; ++inLayerId) {
int outLayerId = inLayerId + 1;
var inLayer = Layers[inLayerId];
var outLayer = Layers[outLayerId];
var weights = _synapses[inLayerId];
for (int o = 0; o < outLayer.Size; ++o) {
float sum = 0;
for (int i = 0; i < inLayer.TotalSize; ++i) {
sum += weights.Values[i, o] * inLayer.Values[i];
}
outLayer.Values[o] = Fx(sum);
}
}
}
public void Learn(float learnRate) {
PropagateErrors();
RecalculateWeights(learnRate);
}
void Start()
{
foreach(var layer in Layers) {
layer.Init();
}
_synapses = new List<Synapses>();
for (int i = 0; i < Layers.Count - 1; ++i) {
_synapses.Add(new Synapses(Layers[i].TotalSize, Layers[i + 1].Size));
}
}
void Update()
{
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEditor.PackageManager;
using UnityEngine;
using UnityEngine.UI;
using static UnityEditor.PlayerSettings;
public class PointsClassificationTask : MonoBehaviour
{
public Perceptron Net;
private Agent[] _class0Agents;
private Agent[] _class1Agents;
public float LearnRate = 0.1f;
public int IterationsPerFrame = 50;
public Texture2D Texture;
struct Color {
public byte a;
public byte r;
public byte g;
public byte b;
public static Color Red {
get {
return new Color() { a = 0xff, r = 0xff, g = 0, b = 0 };
}
}
public static Color Green {
get {
return new Color() { a = 0xff, r = 0x0, g = 0xff, b = 0 };
}
}
}
Color[] colors = new Color[256 * 256];
// Start is called before the first frame update
void Start()
{
var img = GetComponent<Image>();
Texture = new Texture2D(256, 256, TextureFormat.ARGB32, false, true);
img.material.mainTexture = Texture;
for(int i = 0; i < colors.Length; ++i) {
colors[i] = Color.Red;
}
Texture.SetPixelData<Color>(colors, 0);
Texture.Apply();
// img.material = new Material()
int children = transform.childCount;
for(int i = 0; i < children; i++) {
var child = transform.GetChild(i);
if(child.name == "Class0") {
_class0Agents = child.GetComponentsInChildren<Agent>();
Debug.Log($"Add Class0 children: {_class0Agents.Length}");
}else if (child.name == "Class1") {
_class1Agents = child.GetComponentsInChildren<Agent>();
Debug.Log($"Add Class1 children: {_class1Agents.Length}");
}
}
}
// Update is called once per frame
void Update()
{
for(int i = 0; i < IterationsPerFrame; ++i) {
Learn();
}
RepaintTexture();
}
void Learn() {
LearnClass(true);
LearnClass(false);
}
void RepaintTexture() {
var inLayer = Net.Layers[0];
var outLayer = Net.Layers[Net.Layers.Count - 1];
for (int y = 0; y < 256; ++y) {
for (int x = 0; x < 256; ++x) {
inLayer.Values[0] = x / 255.0f;
inLayer.Values[1] = y / 255.0f;
Net.CalculateOutputs();
var c0 = Mathf.Clamp01(outLayer.Values[0]);
var c1 = Mathf.Clamp01(outLayer.Values[1]);
colors[(255-y) * 256 + x] = new Color() { a=0xff, r = (byte)(c1 * 255.0f), g = 0, b = (byte)(c0 * 255.0f) };
}
}
Texture.SetPixelData<Color>(colors, 0);
Texture.Apply();
}
public float Error;
void LearnClass(bool zero) {
var agents = zero ? _class0Agents : _class1Agents;
var inLayer = Net.Layers[0];
var outLayer = Net.Layers[Net.Layers.Count - 1];
float expected0 = zero ? 1 : 0;
float expected1 = zero ? 0 : 1;
for (int i = 0; i < agents.Length; i++) {
var pos = agents[i].ImageSpacePositionNormalized;
inLayer.Values[0] = pos.x;
inLayer.Values[1] = pos.y;
Net.CalculateOutputs();
var e0 = expected0 - outLayer.Values[0];
var e1 = expected1 - outLayer.Values[1];
Error = Mathf.Sqrt(e0 * e0 + e1 * e1);
//if(i == 0)
// Debug.Log($"Error: {Error}");
outLayer.Errors[0] = e0;
outLayer.Errors[1] = e1;
Net.Learn(LearnRate);
}
}
}
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CGPROGRAM
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struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
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ENDCG
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MIT License
Copyright (c) 2022 Sergey Serb
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
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