示例#1
0
        public override void FindBMU()
        {
            //Normalize the weight vector
            FloatParallelArray transpose    = ParallelArrays.Transpose(m_GPUWeight, 1, 0);
            FloatParallelArray weightsq     = ParallelArrays.InnerProduct(m_GPUWeight, ParallelArrays.Transpose(m_GPUWeight, 1, 0));
            FloatParallelArray weightsum    = ParallelArrays.Sum(weightsq, 0);
            FloatParallelArray weightlength = ParallelArrays.Sqrt(weightsum);

            weightlength = ParallelArrays.Stretch(ParallelArrays.AddDimension(weightlength, 1), 1, m_Parent.DataSource.PatternLength);
            FloatParallelArray weightnorm = ParallelArrays.Divide(m_GPUWeight, weightlength);

            weightnorm = ParallelArrays.Transpose(weightnorm, 1, 0);

            //Normalize the input vector
            FloatParallelArray inputsq     = ParallelArrays.InnerProduct(m_GPUInput, ParallelArrays.Transpose(m_GPUInput, 1, 0));
            FloatParallelArray inputsum    = ParallelArrays.Sum(inputsq, 0);
            FloatParallelArray inputlength = ParallelArrays.Sqrt(inputsum);

            inputlength = ParallelArrays.Stretch(ParallelArrays.AddDimension(inputlength, 1), 1, m_Parent.DataSource.PatternLength);
            FloatParallelArray inputnorm = ParallelArrays.Divide(m_GPUInput, inputlength);

            FloatParallelArray pacc = ParallelArrays.InnerProduct(inputnorm, weightnorm);

            //Replication bug here...
            FloatParallelArray bmxval = ParallelArrays.MaxVal(pacc, 1);
            //MSR Vivian Swelson workaround
            DisposableFloatParallelArray bmxvalEvaluated = ParallelArrays.Evaluate(bmxval);

            bmxval = ParallelArrays.AddDimension(bmxvalEvaluated, 1);
            bmxval = ParallelArrays.Stretch(bmxval, 1, m_Parent.NeuronMap.GetLength(0));

            //Winner matrix (0 = winner)
            FloatParallelArray pwinner = ParallelArrays.Subtract(pacc, bmxval);

            //Convert to 1 = winner, 0 otherwise
            FloatParallelArray zero  = new FloatParallelArray(0.0f, pwinner.Shape);
            FloatParallelArray one   = new FloatParallelArray(1.0f, pwinner.Shape);
            BoolParallelArray  bmask = ParallelArrays.CompareEqual(pwinner, zero);

            m_PWinner = ParallelArrays.Cond(bmask, one, zero);
        }