Add activation dump, background simulation and Simulate1Layer example
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examples/Simulate1Layer.py
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23
examples/Simulate1Layer.py
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#!/usr/bin/env python3
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# -*- coding: utf-8 -*-
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"""
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Created on Fri Aug 18 19:05:04 2023
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@author: astral
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"""
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import numpy as np
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from neuropercolation import Simulate1Layer
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eps_space = np.linspace(0.005,0.5,100)
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for dim in range(4,10):
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for eps in eps_space:
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eps = round(eps,3)
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Simulate1Layer(dim,
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eps,
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res=2,
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path=f'/cloud/Public/_data/neuropercolation/1lay/dim={dim:02}/',
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draw=None
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).run(evolutions_per_second=0,
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last_evolution_step=100000)
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print(f'Done eps={eps:.3f} at dim={dim}')
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@ -94,6 +94,7 @@ class Simulate1Layer:
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self.__state_to_color = self._get_cell_color if state_to_color_cb is None else state_to_color_cb
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self.__path = path
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self.__state_list = []
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self.__activation_list = []
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def run(self,
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evolutions_per_second=0,
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@ -108,33 +109,40 @@ class Simulate1Layer:
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"""
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self._append_state()
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with contextlib.suppress(KeyboardInterrupt):
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while self._is_not_user_terminated() and self._not_at_the_end(last_evolution_step):
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while self._not_at_the_end(last_evolution_step):
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time_ca_start = time.time()
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self._cellular_automaton.evolve(evolutions_per_draw)
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self._append_state()
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time_ca_end = time.time()
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self._redraw_dirty_cells()
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time_ds_end = time.time()
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self.print_process_info(evolve_duration=(time_ca_end - time_ca_start),
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draw_duration=(time_ds_end - time_ca_end),
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evolution_step=self._cellular_automaton.evolution_step,
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runlendig=len(str(last_evolution_step)))
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self._sleep_to_keep_rate(time.time() - time_ca_start, evolutions_per_second)
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try:
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self.__draw_engine._pygame.quit()
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except:
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print('Failed to quit pygame')
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if self.__draw_engine is not None:
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time_ca_end = time.time()
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self._redraw_dirty_cells()
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time_ds_end = time.time()
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self.print_process_info(evolve_duration=(time_ca_end - time_ca_start),
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draw_duration=(time_ds_end - time_ca_end),
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evolution_step=self._cellular_automaton.evolution_step,
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runlendig=len(str(last_evolution_step)))
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self._sleep_to_keep_rate(time.time() - time_ca_start, evolutions_per_second)
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if self.__draw_engine is not None:
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try:
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self.__draw_engine._pygame.quit()
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except:
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print('Failed to quit pygame')
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self._save_state_list()
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def _append_state(self):
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automaton_state = [[0 for n in range(self.__dimension)] for m in range(self.__dimension)]
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activation = 0
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for coord, cell in self._cellular_automaton._current_state.items():
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x,y = coord
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automaton_state[y][x] = int(cell.state[0])
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activation += int(cell.state[0])
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automaton_state = [''.join(str(cells) for cells in rows) for rows in automaton_state]
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automaton_state = '.'.join(str(rows) for rows in automaton_state)
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activation = round(1-2*activation/self.__dimension**2, 6)
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self.__state_list.append(automaton_state)
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self.__activation_list.append(activation)
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def _save_state_list(self):
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if not os.path.exists(self.__path):
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@ -142,6 +150,8 @@ class Simulate1Layer:
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with open(self.__path+f"eps={round(self.__epsilon,3):.3f}_states.txt", 'w', encoding='utf-8') as f:
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json.dump(self.__state_list, f, indent=1)
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with open(self.__path+f"eps={round(self.__epsilon,3):.3f}_activation.txt", 'w', encoding='utf-8') as f:
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json.dump(self.__activation_list, f, indent=1)
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def _sleep_to_keep_rate(self, time_taken, evolutions_per_second): # pragma: no cover
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if evolutions_per_second > 0:
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@ -186,9 +196,6 @@ class Simulate1Layer:
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self.__draw_engine.fill_surface_with_color(((0, 0), (self.__rect.width, 30)))
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self.__draw_engine.write_text((0, 5), f'Step: {evolution_step:>{runlendig}} FPS: {int(1/(evolve_duration+draw_duration))}')
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def _is_not_user_terminated(self):
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return self.__draw_engine.is_active()
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class Simulate2Layers:
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def __init__(self,
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dim,
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@ -220,6 +227,7 @@ class Simulate2Layers:
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self.__state_to_color = self._get_cell_color if state_to_color_cb is None else state_to_color_cb
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self.__path = path
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self.__state_list = []
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self.__activation_list = []
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def run(self,
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evolutions_per_second=0,
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@ -234,34 +242,41 @@ class Simulate2Layers:
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"""
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self._append_state()
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with contextlib.suppress(KeyboardInterrupt):
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while self._is_not_user_terminated() and self._not_at_the_end(last_evolution_step):
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while self._not_at_the_end(last_evolution_step):
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time_ca_start = time.time()
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self._cellular_automaton.evolve(evolutions_per_draw)
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self._append_state()
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time_ca_end = time.time()
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self._redraw_dirty_cells()
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time_ds_end = time.time()
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self.print_process_info(evolve_duration=(time_ca_end - time_ca_start),
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draw_duration=(time_ds_end - time_ca_end),
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evolution_step=self._cellular_automaton.evolution_step,
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runlendig=len(str(last_evolution_step)))
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self._sleep_to_keep_rate(time.time() - time_ca_start, evolutions_per_second)
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try:
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self.__draw_engine._pygame.quit()
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except:
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print('Failed to quit pygame')
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if self.__draw_engine is not None:
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time_ca_end = time.time()
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self._redraw_dirty_cells()
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time_ds_end = time.time()
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self.print_process_info(evolve_duration=(time_ca_end - time_ca_start),
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draw_duration=(time_ds_end - time_ca_end),
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evolution_step=self._cellular_automaton.evolution_step,
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runlendig=len(str(last_evolution_step)))
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self._sleep_to_keep_rate(time.time() - time_ca_start, evolutions_per_second)
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if self.__draw_engine is not None:
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try:
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self.__draw_engine._pygame.quit()
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except:
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print('Failed to quit pygame')
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self._save_state_list()
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def _append_state(self):
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automaton_state = [[[0 for n in range(self.__dimension)] for m in range(self.__dimension)] for l in range(2)]
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activation = [0]*2
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for coord, cell in self._cellular_automaton._current_state.items():
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x,y,l = coord
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automaton_state[l][y][x] = int(cell.state[0])
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activation[l] += int(cell.state[0])
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automaton_state = [[''.join(str(bits) for bits in rows) for rows in layers] for layers in automaton_state]
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automaton_state = ['.'.join(str(rows) for rows in layers) for layers in automaton_state]
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automaton_state = '-'.join(str(layers) for layers in automaton_state)
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activation = [round(1-2*act/self.__dimension**2, 6) for act in activation]
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self.__state_list.append(automaton_state)
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self.__activation_list.append(activation)
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def _save_state_list(self):
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if not os.path.exists(self.__path):
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@ -269,6 +284,8 @@ class Simulate2Layers:
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with open(self.__path+f"eps={round(self.__epsilon,3):.3f}_states.txt", 'w', encoding='utf-8') as f:
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json.dump(self.__state_list, f, indent=1)
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with open(self.__path+f"eps={round(self.__epsilon,3):.3f}_activation.txt", 'w', encoding='utf-8') as f:
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json.dump(self.__activation_list, f, indent=1)
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def _sleep_to_keep_rate(self, time_taken, evolutions_per_second): # pragma: no cover
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if evolutions_per_second > 0:
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@ -317,9 +334,6 @@ class Simulate2Layers:
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self.__draw_engine.fill_surface_with_color(((0, 0), (self.__rect.width, 30)))
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self.__draw_engine.write_text((0, 5), f'Step: {evolution_step:>{runlendig}} FPS: {int(1/(evolve_duration+draw_duration))}')
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def _is_not_user_terminated(self):
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return self.__draw_engine.is_active()
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class Simulate4Layers:
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def __init__(self,
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dim,
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@ -352,6 +366,7 @@ class Simulate4Layers:
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self.__state_to_color = self._get_cell_color if state_to_color_cb is None else state_to_color_cb
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self.__path = path
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self.__state_list = []
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self.__activation_list = []
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def run(self,
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evolutions_per_second=0,
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@ -366,35 +381,42 @@ class Simulate4Layers:
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"""
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with contextlib.suppress(KeyboardInterrupt):
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self._append_state()
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while self._is_not_user_terminated() and self._not_at_the_end(last_evolution_step):
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while self._not_at_the_end(last_evolution_step):
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time_ca_start = time.time()
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self._cellular_automaton.evolve(evolutions_per_draw)
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self._append_state()
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time_ca_end = time.time()
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self._redraw_dirty_cells()
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time_ds_end = time.time()
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self.print_process_info(evolve_duration=(time_ca_end - time_ca_start),
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draw_duration=(time_ds_end - time_ca_end),
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evolution_step=self._cellular_automaton.evolution_step,
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runlendig=len(str(last_evolution_step)))
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self._sleep_to_keep_rate(time.time() - time_ca_start, evolutions_per_second)
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try:
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self.__draw_engine._pygame.quit()
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except:
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print('Failed to quit pygame')
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if self.__draw_engine is not None:
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time_ca_end = time.time()
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self._redraw_dirty_cells()
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time_ds_end = time.time()
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self.print_process_info(evolve_duration=(time_ca_end - time_ca_start),
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draw_duration=(time_ds_end - time_ca_end),
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evolution_step=self._cellular_automaton.evolution_step,
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runlendig=len(str(last_evolution_step)))
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self._sleep_to_keep_rate(time.time() - time_ca_start, evolutions_per_second)
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if self.__draw_engine is not None:
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try:
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self.__draw_engine._pygame.quit()
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except:
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print('Failed to quit pygame')
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self._save_state_list()
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def _append_state(self):
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automaton_state = [[[[0 for n in range(self.__dimension)] for m in range(self.__dimension)] for l in range(2)] for k in range(2)]
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activation = [[0,0],[0,0]]
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for coord, cell in self._cellular_automaton._current_state.items():
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x,y,l,o = coord
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automaton_state[o][l][y][x] = int(cell.state[0])
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activation[o][l] += int(cell.state[0])
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automaton_state = [[[''.join(str(bits) for bits in rows) for rows in layers] for layers in oscillators] for oscillators in automaton_state]
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automaton_state = [['.'.join(str(rows) for rows in layers) for layers in oscillators] for oscillators in automaton_state]
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automaton_state = ['-'.join(str(layers) for layers in oscillators) for oscillators in automaton_state]
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automaton_state = '='.join(str(oscillators) for oscillators in automaton_state)
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activation = [[round(1-2*act/self.__dimension**2, 6) for act in layer] for layer in activation]
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self.__state_list.append(automaton_state)
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self.__activation_list.append(activation)
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def _save_state_list(self):
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if not os.path.exists(self.__path):
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@ -402,6 +424,8 @@ class Simulate4Layers:
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with open(self.__path+f"eps={round(self.__epsilon,3):.3f}_states.txt", 'w', encoding='utf-8') as f:
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json.dump(self.__state_list, f, indent=1)
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with open(self.__path+f"eps={round(self.__epsilon,3):.3f}_activation.txt", 'w', encoding='utf-8') as f:
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json.dump(self.__activation_list, f, indent=1)
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def _sleep_to_keep_rate(self, time_taken, evolutions_per_second): # pragma: no cover
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if evolutions_per_second > 0:
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@ -450,6 +474,3 @@ class Simulate4Layers:
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def print_process_info(self, evolve_duration, draw_duration, evolution_step, runlendig):
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self.__draw_engine.fill_surface_with_color(((0, 0), (self.__rect.width, 30)))
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self.__draw_engine.write_text((0, 5), f'Step: {evolution_step:>{runlendig}} FPS: {int(1/(evolve_duration+draw_duration))}')
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def _is_not_user_terminated(self):
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return self.__draw_engine.is_active()
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