private void GenerateNeurons(int inputCount, int outputCount, int hiddenCount, int neuronsPerLayer)
        {
            // Create container for neurons
            Inputs       = new Neuron[inputCount];
            Outputs      = new Neuron[outputCount];
            HiddenLayers = new Neuron[hiddenCount][];

            // Generate input neurons
            for (int i = 0; i < Inputs.Length; i++)
            {
                Inputs[i]                  = new Neuron();
                Inputs[i].Type             = Neuron.NeuronType.InputNeuron;
                Inputs[i].ID               = "Input" + i;
                Inputs[i].LayerIndex       = i;
                Inputs[i].InputConnections = new Neuron[inputCount];
                Inputs[i].Weight           = new float[neuronsPerLayer];
            }

            //Generate output neurons
            for (int i = 0; i < Outputs.Length; i++)
            {
                Outputs[i]                  = new Neuron();
                Outputs[i].Type             = Neuron.NeuronType.OutputNeuron;
                Outputs[i].ID               = "Output" + i;
                Outputs[i].LayerIndex       = i;
                Outputs[i].InputConnections = new Neuron[neuronsPerLayer];
                Outputs[i].Weight           = new float[neuronsPerLayer];
            }

            //Generate input neurons
            for (int iteration = 1; iteration < HiddenLayers.Length; iteration++)
            {
                HiddenLayers[iteration] = new Neuron[neuronsPerLayer];
                for (int i = 0; i < HiddenLayers[iteration].Length; i++)
                {
                    HiddenLayers[iteration][i]                  = new Neuron();
                    HiddenLayers[iteration][i].Type             = Neuron.NeuronType.HiddenNeuron;
                    HiddenLayers[iteration][i].ID               = "Neuron" + i;
                    HiddenLayers[iteration][i].LayerIndex       = i;
                    HiddenLayers[iteration][i].InputConnections = new Neuron[neuronsPerLayer];
                    HiddenLayers[iteration][i].Weight           = new float[neuronsPerLayer];
                }
            }

            //Generate input neurons of the first layer, to configure them with the inputs
            HiddenLayers[0] = new Neuron[neuronsPerLayer];
            for (int i = 0; i < HiddenLayers[0].Length; i++)
            {
                HiddenLayers[0][i]                  = new Neuron();
                HiddenLayers[0][i].Type             = Neuron.NeuronType.HiddenNeuron;
                HiddenLayers[0][i].ID               = "Neuron" + i;
                HiddenLayers[0][i].LayerIndex       = i;
                HiddenLayers[0][i].InputConnections = new Neuron[inputCount];
                HiddenLayers[0][i].Weight           = new float[inputCount];
            }

            AllLayers = new Neuron[HiddenLayers.Length + 2][];
            Array.Copy(HiddenLayers, 0, AllLayers, 1, HiddenLayers.Length);
            AllLayers[0] = Inputs;
            AllLayers[AllLayers.Length - 1] = Outputs;
        }
Exemple #2
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 private static float Delta_i(Neuron neuron, float targetOutput, float currentOutput)
 {
     neuron.Delta_i = derivative(neuron.Activation) * (targetOutput - currentOutput);
     return(neuron.Delta_i);
 }
Exemple #3
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        private void ParseStructureStream(Stream structure)
        {
            BinaryReader reader = new BinaryReader(structure);

            int layerAmount = reader.ReadInt32();
            int inputCount  = reader.ReadInt32();

            int[] hiddenCount = new int[layerAmount - 2];

            for (int i = 0; i < layerAmount - 2; i++)
            {
                hiddenCount[i] = reader.ReadInt32();
            }

            int outputCount = reader.ReadInt32();

            int[] layers = new int[layerAmount];
            layers[0] = inputCount;
            layers[layers.Length - 1] = outputCount;
            for (int i = 1; i < layerAmount - 1; i++)
            {
                layers[i] = hiddenCount[i - 1];
            }

            GenerateNeurons(layers);

            for (int i = 0; i < inputCount; i++)
            {
                Inputs[i].OutputConnections = HiddenLayers[0];
            }

            for (int iteration = 0; iteration < hiddenCount.Length; iteration++)
            {
                for (int iter = 0; iter < hiddenCount[iteration]; iter++)
                {
                    Neuron targetNeuron = HiddenLayers[iteration][iter];
                    targetNeuron.InputConnections  = AllLayers[iteration];
                    targetNeuron.OutputConnections = AllLayers[iteration + 2];

                    targetNeuron.Weight = new float[targetNeuron.InputConnections.Length];

                    for (int i = 0; i < targetNeuron.Weight.Length; i++)
                    {
                        targetNeuron.Weight[i] = reader.ReadSingle();
                    }
                }
            }

            for (int iter = 0; iter < outputCount; iter++)
            {
                Neuron targetNeuron = Outputs[iter];
                targetNeuron.InputConnections  = HiddenLayers[HiddenLayers.Length - 1];
                targetNeuron.OutputConnections = new Neuron[] { targetNeuron };
                targetNeuron.Weight            = new float[targetNeuron.InputConnections.Length];

                for (int i = 0; i < targetNeuron.Weight.Length; i++)
                {
                    targetNeuron.Weight[i] = reader.ReadSingle();
                }
            }

            for (int i = 0; i < inputCount; i++)
            {
                Neuron targetNeuron = Inputs[i];
                targetNeuron.InputConnections  = new Neuron[] { targetNeuron };
                targetNeuron.OutputConnections = HiddenLayers[0];
                targetNeuron.Weight            = new float[1];
            }

            structure.Seek(0, SeekOrigin.Begin);
        }
        static public float[][][] Backpropagate(Brain brain, float TweakAmount, int outputNum, int expectedNum)
        {
            Neuron[][] layers = new Neuron[brain.HiddenLayers.Length + 1][];
            Array.Copy(brain.AllLayers, 1, layers, 0, brain.AllLayers.Length - 1);
            float[] targetOutput = new float[10];
            targetOutput[expectedNum] = 1.0F;

            float[][][] allChanges = new float[layers.Length][][];

            for (int layerNum = layers.Length - 1; layerNum >= 0; layerNum--)
            {
                Neuron[]  layer         = layers[layerNum];
                float[][] neuronChanges = new float[layer.Length][];

                for (int neuronNum = 0; neuronNum < layer.Length; neuronNum++)
                {
                    Neuron  neuron        = layer[neuronNum];
                    float[] weightChanges = new float[neuron.Weight.Length];

                    for (int i = 0; i < neuron.Weight.Length; i++)
                    {
                        float deltaW = 0.0F;
                        if (neuron.Type == Neuron.NeuronType.HiddenNeuron)
                        {
                            float delta_i      = Delta_i(layers, layerNum, neuronNum, targetOutput);
                            float activation_j = brain.AllLayers[layerNum][i].Activation;

                            deltaW = DeltaW(TweakAmount, delta_i, activation_j);
                        }
                        else
                        {
                            float delta_i      = Delta_i(neuron, targetOutput[neuronNum], Neuron.ReLU(neuron.Activation));
                            float activation_j = brain.AllLayers[layerNum][i].Activation;
                            deltaW = DeltaW(TweakAmount, delta_i, activation_j);
                        }

                        if (!float.IsNaN(deltaW))
                        {
                            weightChanges[i]  = deltaW;
                            neuron.Weight[i] += deltaW;
                        }
                    }
                    neuronChanges[neuronNum] = weightChanges;
                }
                allChanges[layerNum] = neuronChanges;
            }

            return(allChanges);
        }
Exemple #5
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        public object Clone()
        {
            Brain brain = new Brain();

            brain.BrainStructureString = this.BrainStructureString;
            brain.Inputs       = new Neuron[this.Inputs.Length];
            brain.Outputs      = new Neuron[this.Outputs.Length];
            brain.HiddenLayers = new Neuron[this.HiddenLayers.Length][];
            brain.AllLayers    = new Neuron[this.AllLayers.Length][];

            brain.activationFunction = this.activationFunction;

            for (int i = 0; i < Inputs.Length; i++)
            {
                brain.Inputs[i] = this.Inputs[i].Clone() as Neuron;
            }

            for (int i = 0; i < Outputs.Length; i++)
            {
                brain.Outputs[i] = this.Outputs[i].Clone() as Neuron;
            }

            for (int iter = 0; iter < HiddenLayers.Length; iter++)
            {
                brain.HiddenLayers[iter] = new Neuron[HiddenLayers[iter].Length];

                for (int i = 0; i < HiddenLayers[iter].Length; i++)
                {
                    brain.HiddenLayers[iter][i] = this.HiddenLayers[iter][i].Clone() as Neuron;
                }
            }

            Array.Copy(brain.HiddenLayers, 0, brain.AllLayers, 1, brain.HiddenLayers.Length);
            brain.AllLayers[0] = brain.Inputs;
            brain.AllLayers[AllLayers.Length - 1] = brain.Outputs;

            for (int iter = 0; iter < brain.AllLayers.Length; iter++)
            {
                for (int i = 0; i < brain.AllLayers[iter].Length; i++)
                {
                    Neuron target = brain.AllLayers[iter][i];

                    if (target.Type != Neuron.NeuronType.OutputNeuron)
                    {
                        target.OutputConnections = brain.AllLayers[iter + 1];
                    }

                    if (target.Type != Neuron.NeuronType.InputNeuron)
                    {
                        target.InputConnections = brain.AllLayers[iter - 1];
                    }

                    if (target.Type == Neuron.NeuronType.InputNeuron)
                    {
                        target.InputConnections = new Neuron[] { target };
                    }

                    if (target.Type == Neuron.NeuronType.OutputNeuron)
                    {
                        target.OutputConnections = new Neuron[] { target };
                    }
                }
            }

            return(brain);
        }