package chase.s2.net;
public class SelfOrganizingMap {
protected SelfOrganizedNode[] nodes;
protected SelfOrganizedNode bmu;
protected int[] lattice;
protected int statBinIndexes;
protected int weights;
protected int timeIndex;
/**
* Creates a self organizing map with a lattice size, stat indexes and
* number of node weights as stated.
* @param lattice - An array of integers, designating a shape of the lattice
* @param statIndexes - number of indexes in output array
* @param weights - the nubmer of weights found in a node
*/
public SelfOrganizingMap(int[] lattice, int statIndexes, int weights) {
if(lattice.length < 1)
throw new RuntimeException("Lattice requires atleast 1 dimension.");
statBinIndexes = statIndexes;
this.lattice = lattice;
this.weights = weights;
int latticeSize = 1;
for(int i=0; i<lattice.length; i++) {
latticeSize *= lattice[i];
} //end for
nodes = new SelfOrganizedNode[latticeSize];
int[] vector = new int[lattice.length];
for(int i=0; i<latticeSize; i++) {
nodes[i] = new SelfOrganizedNode(vector, this);
initialize(nodes[i], vector);
vector[0]++;
for(int j=1; j<lattice.length; j++) {
if(vector[j-1] >= lattice[j-1]) {
vector[j-1] = 0;
vector[j]++;
} //end if
} //end for
} //end for
}
//Notice: In desperate need of a better initialization!
private void initialize(SelfOrganizedNode n, int[] position) {
//Initializes each node randomly, not very well done
for(int i=0; i<weights; i++)
n.weights[i] = Math.random();
//I have found that in a 2D map with equal dimensions
//that if you set each weight outward from the center
//at a distance of about a quarter, and then guassian
//it from there with a .5 = dimension/4, that it works
//alot better, but my code is far to complex and messy
//to include here
}
public void updateMap(double[] input, int index) {
timeIndex++;
bmu = getBMU(input);
for(int i=0; i<nodes.length;i++) {
nodes[i].update(input, index);
}
}
public SelfOrganizedNode getBMU(double[] input) {
int bmu = 0;
double smallestDifference = Double.POSITIVE_INFINITY;
//there is no faster way as the data in the nodes changes constantly
for(int i=0; i<nodes.length; i++) {
double difference = nodes[i].difference(input);
//small shortcut, as we need every ounce of speed
if(difference < 0.002) return nodes[i];
if(difference < smallestDifference) {
bmu = i;
smallestDifference = difference;
}
}
return nodes[bmu];
}
}
public class SelfOrganizedNode {
protected SelfOrganizingMap map;
protected int position[];
protected double weights[];
public float statBin[];
protected SelfOrganizedNode(int[] latticePosition, SelfOrganizingMap parent) {
position = latticePosition.clone();
map = parent;
statBin = new float[map.statBinIndexes];
weights = new double[map.weights];
}
public void update(double[] input, int index) {
double distance = distance(map.bmu);
//Make this smarter, it should degrade over time, and it determines
//The size of the area to update, it should be based on the physical
//size of the map, not the number of nodes (easiest is the smallest dimension)
//I find its best if it slowly decreases in size over about 100 to 1000 ticks/updates
double variance = 10/map.timeIndex;
double neighborhood = Math.exp(-(variance*variance*distance*distance)/2.0);
//This makes the whole thing ALOT faster. Remove for precision or if
//you wanna test how you bot handles turn skipping.
if(neighborhood < 0.0002) return;
//Much more can be done here, this should also be based on time
//and it is, however if this is the bmu, then it will get changed
//to the input, an undesirable thing later on. I never did this in
//my prototype gun, I could of achieved greater precision here
for(int i=0; i < map.weights; i++) {
weights[i] += neighborhood*(input[i] - weights[i]);
}
//This is just the index updating, very important to multiply in the neighborhood
//otherwise it gets very messy later on, not to much you can do here unlike other areas
//.7 is purely a magic number I came up with, I find binIndexes / 30 works well too
for(int i=0; i<map.statBinIndexes; i++) {
int diff = Math.abs(index - i);
float stat = (float)Math.exp(-(.7*.7*diff*diff)/2.0);
statBin[i] += neighborhood*stat;
// statBin[i] = KTools.rollingAvg(bin[0][i], neighborhood*input,
// Math.min(update_num, 5), 100);
}
}
protected float distance(SelfOrganizedNode n) {
return distance(position, n.position);
}
protected double difference(double[] input) {
return distance(weights, input);
}
public static final float distance(int[] p, int[] q) {
float k, d = 0;
for(int i=0; i<p.length; i++) {
d += (k=((float)p[i]-(float)q[i]))*k;
}
return d;
}
public static final double distance(double[] p, double[] q) {
if(p == null || q == null) return Double.POSITIVE_INFINITY;
double k, d = 0;
for(int i=0; i<p.length; i++) {
d += (k=(p[i]-q[i]))*k;
}
return d;
}
}
Comments
Yah, I realize I could do better for an example, but I really wanna see what everyone else can come up with for this, its a very basic SOM system, I have myself introduced my own distributed update and so on, this is just the data control. If you like I can add things into this, but I am not an expert programmer, and my methods are anything but pretty. --
Chase-san