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dad_notes.txt
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dad_notes.txt
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########################################
7-31-20
########################################
To-Do:
-Test prediction for longer, see when ball goes above bricks
-Test with v0, add frameskip # both will => compute faster * Change aigame.py to frameskip
# env = gym.make('Breakout-v0', frameskip=3)
* Updated time to 200,000. Ball still does not come back after first miss.
-Upload notes to github
-Update staymoves (momentum) loop
-Combine aigame.py & aigame2.py
-sim.py motor populations w/ help
-Haroon says to add to aigame.py which moves to use?
-Update computer vision for racket predictions
-Currently limited coordinated to not include bricks for simplicity in object detections
-Check notes on 7/27
Tutorial for pull request
1. git add <filename>
2. git commit -m "message"
3. git push
4. Go to github site to submit pull request
########################################
7-30-20
########################################
Worked with Lakshay, walked him through the code
np.median(a=, axis=) # a is array, axis is along which you calculate
np.amax # total max in the array
See yesterday for notes on continued testRacketPredictions
########################################
7-29-20
########################################
To-Do:
-Finish testRacketPredictions
*DONE
-Test prediction for longer, see when ball goes above bricks
-Add frameskip
-Upload notes to github
-Update staymoves (momentum) loop
-Combine aigame.py & aigame2.py
-sim.py motor populations w/ help
-Haroon says to add to aigame.py which moves to use?
-Update computer vision for racket predictions
-Currently limited coordinated to not include bricks for simplicity in object detections
-Check notes on 7/27
testRacketPrediction:
## Updated the court coordinates
File "testRacketPrediction.py", line 83, in predictBallRacketXIntercept
NB_intercept_steps = np.ceil((CourtHeight - ypos2)/deltay)
NameError: name 'CourtHeight' is not defined
## Not sure why, changed variable to hard-coded number (against my preference)
* Fixed that proble
* Not getting type 2 error, that's good
Traceback (most recent call last):
File "testRacketPrediction.py", line 124, in <module>
xpos_Ball2, ypos_Ball2 = findobj (observation, courtXRng, courtYRng)
File "testRacketPrediction.py", line 34, in findobj
ypos = np.median(Obj_inds,0)[0]
IndexError: invalid index to scalar variable.
## New error, unsure what it's problem is
# Happens when you try to index a numpy scalar variable (google)
Haroon says to change this:
if sIC.shape[0]*sIC.shape[1]==np.shape(Obj_inds)[0] or len(Obj_inds)==0: # if number of elements is equal, no sig obj is found
* NOW WORKS
########################################
7-27-20
########################################
To-Do:
-Add frameskip
-Upload notes to github
-Update staymoves (momentum) loop
-Combine aigame.py & aigame2.py
-sim.py motor populations w/ help
-Haroon says to add to aigame.py which moves to use?
### testRacketPredictions ###
Adapted code from aigame.py
Paddle only goes to one side, will need to explore.
Only goes right
Not based on targetX
Switched 2 with another input, paddle still went right
Sam & Haroon to rescue
Adding print text to track the code
Gets stuck at predX = -1, so defaults to np.random.randint(2,3)
Is 3 included as the top limit?
No, should be randint(2,4)
Why is it stuck?
Error 2: "if deltay<=0: predX = -1"
ypos2 <= ypos 1
ypos is kept 78.0, never updated
New task:
Store objects found and iterate through to find ball based on size (xdim, ydim) and possibly color
find all color other than black
Check opencv (open source library for computer vision)
check getObjectsBoundingBoxes in imgutils.py (for object detection)
########################################
7-24-20
########################################
To-Do:
-Add frameskip
-Upload notes to github
-Test testRacketPredi ctions.py
*DONE
-Combine aigame.py & aigame2.py
-sim.py motor populations w/ help
-Haroon says to add to aigame.py which moves to use?
### testRacketPredictions ###
Adapted code from aigame.py
Paddle only goes to one side, will need to explore.
########################################
7-23-20
########################################
To-Do:
-Add frameskip
-Upload notes to github
-Fix momentum
-Will try 4 based on prior testing
* DONE
-Test testRacketPredictions.py
*STARTED
-Combine aigame.py & aigame2.py
-sim.py motor populations w/ help
-Haroon says to add to aigame.py which moves to use?
testRacketPredictions is Pong-specific,
making changes
########################################
7-22-20
########################################
Watched workshops
Organization of Computational Neuroscience (CNS)
########################################
07-21-20
########################################
To-Do:
-Haroon says add to aigame.py which moves to use?
-Sam wants to combine aigame.py & aigame2.py
-Test testRacketPrediction.py to see things work properly
-Fix momentum
-Upload to github
-Why won't picture update?
*FIXED, removed frameskip from sim.json since env is v4
Talk with sam and haroon:
frameskip in sim.json unneccessary for v4
frameskip allows less processing for model, if game runs slow is usefull
Adapt sim.py for motor populations
Sam and Haroon will help
########################################
07-20-20
########################################
To-Do:
-Haroon says add to aigame.py which moves to use?
-Sam wants to combine aigame.py & aigame2.py
-Update racketXRng/racketYRng variables
*DONE, no more mention of racketXRng
-Test testRacketPrediction.py to see things work properly
Possible Error:
#What does this do?
Additional calcuations allow for accurate coordinate of X axis (since only area between paddles is usually found)
#self.FullImages.append(np.sum(self.last_obs[courtYRng[0]:courtYRng[1],:,:],2))
self.dObjPos['ball'].append([courtXRng[0]-1+xpos_Ball,ypos_Ball])
self.dObjPos['racket'].append([racketXRng[0]-1+xpos_Racket,ypos_Racket])
* Switched additional calculations to Y coordinates, since game switches to vertical instead of horizontal. Hope that works.
self.dObjPos['ball'].append([xpos_Ball,courtYRng[0]-1+ypos_Ball])
self.dObjPos['racket'].append([xpos_Racket,racketYRng[0]-1+ypos_Racket])
# Momentum
# I dont have the updated loop, and unsure on # of stay steps needed
Changed sim.json, ran test simulation
Updated: moves, movecodes, env.
$ from aigame2 import AIGame; AIGame = AIGame()
bash: syntax error near unexpected token `(' # Forgot to be in python
$ from aigame2 import AIGame; AIGame = AIGame()
$ rewards, epCount, proposed_actions, total_hits = AIGame.playGame(actions=[1], epCount = 0)
File "/home/davidd/workspace/SMARTAgent/aigame2.py", line 268, in playGame
self.dObjPos['racket'].append([racketXRng[0]-1+xpos_Racket,ypos_Racket])
NameError: name 'racketXRng' is not defined
$ from aigame2 import AIGame; AIGame = AIGame()
$ rewards, epCount, proposed_actions, total_hits = AIGame.playGame(actions=[1], epCount = 0)
$ rewards, epCount, proposed_actions, total_hits = AIGame.playGame(actions=[3], epCount = 0)
$ rewards, epCount, proposed_actions, total_hits = AIGame.playGame(actions=[2], epCount = 0)
$ rewards, epCount, proposed_actions, total_hits = AIGame.playGame(actions=[3], epCount = 0)
# No updated image of board? Paddle not moving and ball not spawning
########################################
07-17-20
########################################
To-Do:
-Haroon says add to aigame.py which moves to use
-Update racketXRng/racketYRng variables
*Started
-Find ball after action
*Now uses y pos
*DONE
-Test testRacketPrediction.py to see things work properly
Possible Error:
#What does this do?
Additional calcuations allow for accurate coordinate of X axis (since only area between paddles is usually found)
#self.FullImages.append(np.sum(self.last_obs[courtYRng[0]:courtYRng[1],:,:],2))
self.dObjPos['ball'].append([courtXRng[0]-1+xpos_Ball,ypos_Ball])
self.dObjPos['racket'].append([racketXRng[0]-1+xpos_Racket,ypos_Racket])
# Momentum
# I dont have the updated loop, and unsure on # of stay steps needed
For ball_hits_racket, what is the last condition?
if current_ball_dir-self.last_ball_dir<0 and reward==0 and xpos_Ball2>courtXRng[1]-courtXRng[0]-40:
# Ensures the ball is on the right side of court (pong) aka side of model. Used 20 for breakout. Can change later.
########################################
07-16-20
########################################
To-Do:
-Haroon says add to aigame.py which moves to use
-Update racketXRng/racketYRng variables
*Started
-Look into proposed actions, action input
*Done
-Update findObj inputs and function
*Done
*Left function alone, just updated racket position function:
# xpos_Racket, ypos_Racket = self.findobj(self.last_obs, racketXRng, courtYRng) # get x,y positions of racket
# TO
# xpos_Racket, ypos_Racket = self.findobj(self.last_obs, courtXRng, racketYRng) # get x,y positions of racket
going to assume dconf['moves'] are 'LEFT'(3) 'RIGHT'(2) and 'NOMOVE'(1)
Possible Error:
#What does this do?
#self.FullImages.append(np.sum(self.last_obs[courtYRng[0]:courtYRng[1],:,:],2))
self.dObjPos['ball'].append([courtXRng[0]-1+xpos_Ball,ypos_Ball])
self.dObjPos['racket'].append([racketXRng[0]-1+xpos_Racket,ypos_Racket])
# Momentum
# I dont have the updated loop, and unsure on # of stay steps needed
########################################
07-15-20
########################################
To-Do:
-Update racketXRng/racketYRng variables
*Started
-Update predictBallRacketYIntercept
*DONE
-Look into proposed actions, action input
-Update findObj inputs and function
All variable ranges are in a tuple, can be called by index (starting at 0)
########################################
07-14-20
########################################
Looking through playGame for where to switch X,Y
########################################
07-13-20
########################################
pull request from master to dad_develop; merged
git pull
#need to stash sim.json before merge
#did not git pull yet.
git stash #Will probably clear, no cares about sim.json
git pull
git add dad_notes.txt; git commit -m "notes on breakout"; git push
To-Do:
-Update court size
*DONE
-look into turning racketXRng to racketYRng
*need to update all racket stuff
-ask about predictBallRacketYIntercept
*Seems like changes necessary, unsure what the hardcoded numbers represent (ie 160)
*Will need to be switched to XIntercept
*Asking Haroon
*DONE: 160 (height) and 120 (width) are court sizes.
########################################
07-12-20
########################################
Ranges for pong:
self.courtYRng = (34, 194) # court y range
self.courtXRng = (20, 140) # court x range
self.racketXRng = (141, 144) # racket x range
# Will look into turning racketXRng to racketYRng
Ranges for breakout:
#Rounded to middle
courtYRng = (31.5, 192.5) #31.5 is guess, didn't see how high ball goes -
# courtXRng = ( 7.5 , 143.5 + (136.5 - 120.5)) #Paddle goes off the view
courtXRng = (7.5, 159.5)
racketYRng = (188.5, 192.5)
# racketXRng = 136.5 - 120.5 = 16.0
########################################
07-10-20
########################################
How to map coordinates of breakout game?
Guess/Check or is there way to plot pixels?
import gym; env = gym.make('BreakoutNoFrameskip-v4'); env.reset()
## CHANGE caction to number 1, 3, 4 to move paddle, and repeat this command
# observation, reward, done, info = env.step(caction); env.render()
obs, reward, done, info = env.step(1); env.render()
import matplotlib.pyplot as plt
plt.imshow(obs); plt.show()
Unchaged/Left Alone:
-updateInputRates
-computeMotionFields
-computeAllObjectsMotionDirections
-updateDirSensitiveRates
-findobj
-predictBallRacketYIntercept
*Seems like changes necessary, unsure what the hardcoded numbers represent (ie 160)
########################################
07-08-20
########################################
Continuing to go through aigame2.py
Going to keep useSimulatedEnv for simplicity and to allow the option in case it's desired.
########################################
07-07-20
########################################
To-Do:
-Make aigame.py for Breakout
Script: aigame2.py
########################################
07-06-20
########################################
To-Do:
-Work on reward
*DONE
-Test new code
*DONE, both manual and sim ran script fine
-Update team and commit changes
*DONE
-Look into Breakout
*DONE
Current system to update reward:
observation, reward, done, info = env.step(1);
Idea for new:
#interreward is intermediate reward
observation, interreward, done, info = env.step(1);
reward = reward + interreward
#With new logic, must start reward at 0 at start of every new loop
#First caction line (observation, reward, done, info = self.env.step(caction)) already initalized reward before if statement every time
Turning code into while loop, with done as the dependent variable
stay_step = 0
while not done and stay_step < 6:
#used or statement, caused issues. fix with and statement.
#testing *works
from aigame import AIGame; AIGame = AIGame()
rewards, epCount, proposed_actions, total_hits = AIGame.playGame(actions=[1], epCount = 0)
########################################
FINAL PRODUCT FOR MOMENTUM
IN aigame.py
# To eliminate momentum
# print('Here is caction: ' , caction)
if caction == 3 or caction == 4: # Follow up(4)/down(3) with stay(1)
stay_step = 0 # initialize
while not done and stay_step < 6:
# Takes 6 stays instead of 3 because it seems every other input is ignored (check dad notes for details)
observation, interreward, done, info = env.step(1) # Stay motion
reward = reward + interreward # Uses summation so no reinforcement/punishment is missed
stay_step += 1
#print(stay_step)
env.render() # Renders the game after the stay steps
########################################
working to commit these changes to github now.
# from samn
git add, then git commit. then push to branch and pull request.
Tutorial for pull request
1. git add <filename>
2. git commit -m "message"
3. git push
4. Go to github site to submit pull request
## List of breakout versions ##
EnvSpec(Breakout-v0)
EnvSpec(Breakout-v4)
EnvSpec(BreakoutDeterministic-v0)
EnvSpec(BreakoutDeterministic-v4)
EnvSpec(BreakoutNoFrameskip-v0)
EnvSpec(BreakoutNoFrameskip-v4)
EnvSpec(Breakout-ram-v0)
EnvSpec(Breakout-ram-v4)
EnvSpec(Breakout-ramDeterministic-v0)
EnvSpec(Breakout-ramDeterministic-v4)
EnvSpec(Breakout-ramNoFrameskip-v0)
EnvSpec(Breakout-ramNoFrameskip-v4)
import gym; env = gym.make('BreakoutNoFrameskip-v4'); env.reset()
##CHANGE caction to number 1, 3, 4 to move paddle, and repeat this command
observation, reward, done, info = env.step(caction); env.render()
# Same to pong, motion has momentum
ACTION_MEANING = {
0: "NOOP", # No
1: "FIRE", # No
2: "UP", # Right
3: "RIGHT", # Left
4: "LEFT", # IndexError
5: "DOWN", # IndexError
}
# Motion checks
Input: 2 1 1 1 1 1 # Motion really small, lot of time to respond
Motion: N Y Y Y N N # Maybe ball speeds up??
Input: 2 1 1 1 1 1
Motion: N Y Y Y N N
Input: 3 1 1 1 1 1
Motion: N Y Y Y Y N
Input: 3 1 1 1 1 1
Motion: N Y Y Y N N
Input: 3 1 1 1 1 1
Motion: N Y Y Y N N
Input: 3 3 1 1 1 1 1 1 # Takes 4 null inputs instead of typical 3
Motion: N Y Y Y Y Y N N
Input: 3 3 1 1 1 1 1 1
Motion: N Y Y Y Y Y N N
Input: 2 2 1 1 1 1 1 1
Motion: N Y Y Y Y Y N N
Input: 2 2 1 1 1 1 1 1
Motion: N Y Y Y Y Y N N
Input: 2 2 2 1 1 1 1 1 1 # 4 null inputs
Motion: N Y Y Y Y Y Y N N
Input: 3 2 1 1 1 1
Motion: N L R R N N
# Board motion
# Starting from left side
How many 2 inputs to reach other side? 26
# Starting from right side
How many 3 inputs to reach other side? 26
# Right side of env goes a bit off the board
########################################
07-03-20
########################################
To-Do:
-Test code to see if we can completely eliminate momentum
*DONE
if caction == 3 or caction == 4:
env.step(1);
env.step(1);
env.step(1);
env.step(1); env.render()
from aigame import AIGame; AIGame = AIGame()
Input: 3 1 1 1 1 1
Motion: Y Y N N N N
if caction == 3 or caction == 4:
env.step(1);
env.step(1);
env.step(1);
env.step(1);
env.step(1); env.render()
from aigame import AIGame; AIGame = AIGame()
Input: 3 1 1 1 1 1
Motion:Y N N N N N
Input: 3 1 1 1 1 1
Motion:Y Y N N N N
Input: 4 1 1 1 1 1
Motion:Y N N N N N
Input: 4 1 3 1 1 1
Motion:Y N Y Y N N
Input: 4 1 1 1 1 1
Motion:Y Y N N N N
Seems to randomly have both 1 step or 2 steps
##THIS WORLDS BELOW vVvVv
if caction == 3 or caction == 4:
env.step(1);
env.step(1);
env.step(1);
env.step(1);
env.step(1);
env.step(1); env.render()
#If every even index input is discluded, then 6 nulls are needed
Input: 4 1 1 1 1 1
Motion:Y N N N N N
Input: 3 1 1 1 1 1
Motion:Y N N N N N
Input: 4 3 1 1 1 1
Motion:Y Y N N N N
Input: 3 3 1 1 1 1
Motion:Y Y N N N N
Input: 3 4 1 1 1 1
Motion:Y Y N N N N
Input: 4 4 1 1 1 1
Motion:Y N N N N N
If goes up/down it goes 6 frames per input, versus 1 frame for stay
Time goes slower for null, look into middle strategy again
########################################
07-02-20
########################################
Trying new if statement
# Code in aigame.py:
if caction == 3 or caction == 4:
env.step(1);
env.step(1);
env.step(1); env.render()
Test Inputs: 3 1 1 1
There is a small jump after the second null imput
Without my if loop, there seems to be a binary loop of motion
input: 4 1 1 1 1 1 1
Only motion on odd index of input (motion on inputs 1 3 5 7)
Still needs 3 null inputs to stop motion
Talk with Haroon
Possisble error: not sure if we can get reward(+/- 1) from env.step
Should we read at every step?
observation, reward, done, info = env.step(caction)
For observation, could work with only last step, maybe not for reward though
dont want to miss any reward/punishment!
########################################
07-01-20
########################################
To control environment with integrated aigame.py
# look at code in testCentroidTracking.py
from aigame import AIGame
AIGame = AIGame()
# to initialize the class and then
rewards, epCount, proposed_actions, total_hits, Racket_pos, Ball_pos = AIGame.playGame(actions=[3], epCount = 0)
What is epCount?
In some of Haroon's notes, he doesn't set epcount = 0, but in testCentroidTracking.py
Need =0, if not:
SyntaxError: positional argument follows keyword argument
*epCount, or episode count, means how many times the game resets the environment (aka points scored i think)
Regardless, getting ValueError from input:
sValueError: not enough values to unpack (expected 6, got 4)
Which 2 values are not going through?
#from playGame in aigame.py
return rewards, epCount, proposed_actions, total_hits
"moves": {"UP": 4,"DOWN":3, "NOMOVE":1}
# Code in aigame.py:
if caction == 3 or caction == 4:
dconf['moves']['NOMOVE']
dconf['moves']['NOMOVE']
dconf['moves']['NOMOVE']
########################################
06-30-20
########################################
Cloned repo onto new server
Need to add key to github so can clone onto server
1. ssh-keygen
2. cat ~/davidd/.ssh/id_rsa.pub
3. https://github.com/settings/keys
if statement for no move after move
if caction == 3 or 4:
dconf['moves']['NOMOVE']
elif caction == 1:
nothing
Can't get controlled environment right
########################################
06-29-20
########################################
To-Do:
-Work on aigame.py (see plan below)
####Plan####
1. Understand variables and functions in aigame.py
# Where is the playGame func called?
# variable actionsPerPlay(1) & tstepPerAction (20)
*DONE*
1a. Comment on every line of code to explain it
*Not done*
2. Make a list of potential things affected by using multiple steps for one calling of playGame
Reward system
ball_hits_racket
3. Implement
*TRYING*
Call with Haroon
Don't use actionsPerPlay, would change the algorithm too much
Just include implicit stay action
Paramount that motion is nullified before next motion
Find where done is being used
Find where reward is being used, might need to sum it up
Reward system should be integrated
Computation for ball_hits_racket possible error
########################################
06-26-20
########################################
New account on server ([email protected])
Updated password ($ passwd)
########################################
06-25-20
########################################
To-Do:
-Work on aigame.py (see plan below)
*ALMOST DONE WITH STEP 1*
-Understand Question 3/Motion of paddle
- How is value of decisions changing with dynamics?
*DONE*
####Plan####
1. Understand variables and functions in aigame.py
# Where is the playGame func called?
# variable actionsPerPlay(1) & tstepPerAction (20)
1a. Comment on every line of code to explain it
2. Make a list of potential things affected by using multiple steps for one calling of playGame
3. Implement
Haven't finished reading entire code, but looking into actionsPerPlay, aka intaction
########################################
06-24-20
########################################
To-Do:
-Commit on github
*DONE (took me a bit :p )
-Work on aigame.py (see plan below)
-Understand Question 3/Motion of paddle
- How is value of decisions changing with dynamics?
####Plan####
1. Understand variables and functions in aigame.py
1a. Comment on every line of code to explain it
*STARTED
2. Make a list of potential things affected by using multiple steps for one calling of playGame
3. Implement
########################################
06-23-20
########################################
To-Do:
-Talk to Haroon about my next project
*DONE
-If momentum problem solved, what should I do next?
*Work on momentum
-Commit plotallrecurrentmaps today!
-Work on aigame.py (see plan below)
-Understand Question 3/Motion of paddle
- How is value of decisions changing with dynamics?
Questions:
1. What's output encoding?
*Yes, specifically how output command are encoded in firing rates of different pops of neuronsw
2. Source of bias? - Is this referring to the paddle bias of up over down?
*Refers to all bias: momentum, paddle bias, etc.
3. Does "hold" pop equate to EMDown and EMUp, where its action is 0 (no motion)?
3a. Can't the network already do 0 as an action?
*See below
##Notes from Haroon##
Still work on momentum, his sim env (which solves momentum) is just for testing
we can set ‘useSimulatedEnv’ to 0 and use the actual game (aigame.py / func playGame)
System reads the next state/position of object/ associated reward/ associated reward after every action input (up/down/null), we should try to read after every 2 inputs (up/down/null + null) (sim.py / func playGame)
####Plan####
1. Understand variables and functions in aigame.py
1a. Comment on every line of code to explain it
2. Make a list of potential things affected by using multiple steps for one calling of playGame
3. Implement
##Harron ideas on Question 3##
right now we are comparing firing rates of EMDown population and EMUp population
#Haroon
when EMUP firing rate is equal to EMDown firing rate we say ‘DONT MOVE’
when EMUP firing rate is higher than EMDown firing rate, we say ‘MOVE UP’
and when EMDown firing rate is higher than EMUP firing rate, we say ‘MOVE DOWN’
now we have had debate many times where i believe this setup is not sustainable and will fail by design
because the firing rates are changing dynamically
and value of decisions is evolving with the dynamics of networks
this is a scary concept
problem is i have not yet come up with an alternative idea to test
and Sam still believes that this will work
ideally we want to try different actions for all possible pairs of positions and directions
and only make the connection strong when an action for ball and racket at a particular location moving in a particular direction produce a reward
theoretically simple to describe….. very hard to imagine how to implement it in biological network
right now we are trying one action for a pair of configuration and then change the network
so next time we take another action that is associable to previous network state
so although things are evolving and learning….. next time the model faces exactly same situation and it already forgot what it was supposed to do
#Me
So why has the system already forget what it was supposed to do?
Just not enough reward/reinforcement?
#Haroon
no….. next time the same synapse strengthened for another condition
so multiple conditions are encoded in single synapses or overlapping synapses
#Me
And 'conditions' is object position and direction?
#Haroon
and reward
#Me
So if reward is always changing based on the prior gameplay, is the network still recognizing situations its already been in?
#Haroon
thats what it is supposed to do
not sure if it is doing so
because thats the only way the network will choose correct action
its like if the car is coming in front of you, and if you dont move aside it will hit you
so to make that decision you need to recognize your location, the fornt car’s location
it direction of motion
and someone should have told you that its going to hit you if its coming from front
only then you will move on side
all these 4 things have to be associated
position+direction+action+reward/punishment
########################################
06-22-20
########################################
To-Do:
-Start creating own function
*DONE
-Test functions
*DONE
-Notes on momentum
*Check excel sheet for prior experiments
####Notes from sam & haroon on mom*
#difficult to get any kind of stability with output encoding used
#What's output encoding?
#Haroon made controlled environment to eliminate the momentum
#Source of bias? - Is this the paddle bias of up over down?
#They are looking into adding a hold pop. Is this a pop that would cause 0 motion? I thought the system was already capable of this.
#Sam had idea to inhibit opposite motion populations if there is a lot of activity from one particular pop.
########################################
FINAL PRODUCT FOR plotallrecurrentmaps
def plotallrecurrentmaps (pdf, t, dnumc, dstartidx, dendidx, lnety = ['EV1DNW', 'EV1DN', 'EV1DNE', 'EV1DW', 'EV1','EV1DE','EV1DSW', 'EV1DS', 'EV1DSE'], asweight=False, cmap='jet',dmap=None):
if dmap is None:
drfmap = getallrecurrentmaps(pdf, t, dnumc, dstartidx, dendidx, lnety, asweight=asweight)
else:
drfmap = dmap
vmin,vmax = 1e9,-1e9
for nety in lnety:
vmin = min(vmin, np.amin(drfmap[nety]))
vmax = max(vmax, np.amax(drfmap[nety]))
for tdx,nety in enumerate(lnety):
postid = dstartidx[nety] + 0
subplot(3,3,tdx+1)
imshow(drfmap[nety],cmap=cmap,origin='upper',vmin=vmin,vmax=vmax);
title(nety+'->'+nety+str(postid));
colorbar()
return drfmap
def getallrecurrentmaps (pdf, t, dnumc, dstartidx, dendidx, lnety = ['EV1DNW', 'EV1DN', 'EV1DNE', 'EV1DW', 'EV1','EV1DE','EV1DSW', 'EV1DS', 'EV1DSE'], asweight=False):
# gets all recurrent maps in lnety
return {nety:getrecurrentmap(pdf, t, nety, dnumc, dstartidx, dendidx, asweight=asweight) for nety in lnety}
def getrecurrentmap(pdf, t, nety, dnumc, dstartidx, dendidx, asweight=False):
postid = dstartidx[nety] + 0
nrow = ncol = int(np.sqrt(dnumc[nety]))
rfmap = np.zeros((nrow,ncol))
pdfs = pdf[(pdf.postid==postid) & (pdf.preid>dstartidx[nety]) & (pdf.preid<=dendidx[nety]) & (pdf.time==t)]
if len(pdfs) < 1: return rfmap
if not asweight:
for idx in pdfs.index:
preid = int(pdfs.at[idx,'preid'])
x,y = gid2pos(dnumc[nety], dstartidx[nety], preid)
rfmap[y,x] += 1
else:
rfcnt = np.zeros((nrow,ncol))
for idx in pdfs.index:
preid = int(pdfs.at[idx,'preid'])
x,y = gid2pos(dnumc[nety], dstartidx[nety], preid)
rfcnt[y,x] += 1
rfmap[y,x] += pdfs.at[idx,'weight']
for y in range(nrow):
for x in range(ncol):
if rfcnt[y,x]>0: rfmap[y,x]/=rfcnt[y,x] #rfmap integrates weight, take the average
return rfmap
########################################
To update git repository, do "git pull"
######Testing Function######
drfmap = plotallrecurrentmaps(pdf, pdf.time[0], #Just realized postid needs to be automted
DONE, postid changes made
drfmap = plotallrecurrentmaps(pdf, pdf.time[0], dnumc, dstartidx, dendidx, asweight = False)
def plotallrecurrentmaps (pdf, t, dnumc, dstartidx, dendidx, lnety = ['EV1DNW', 'EV1DN', 'EV1DNE', 'EV1DW', 'EV1','EV1DE','EV1DSW', 'EV1DS', 'EV1DSE'], asweight=False, cmap='jet',dmap=None):
##Input to old function
drfmap = plotallinputmaps(pdf, pdf.time[0], dstartidx['EMUP'] + 0, 'EMUP', dnumc, dstartidx, dendidx, asweight=True)
####Inputs####
Function Inputs - Calling Input
pdf - pdf
t - pdf.time[0]
postid - dstartidx['EMUP'] + 0
poty - 'EMUP'
dnumc - dnumc
dstartidx - dstartidx
dendidx - dendidx
lprety - lprety
def plotallinputmaps (pdf, t, postid, poty, dnumc, dstartidx, dendidx, lprety=['EV1DNW', 'EV1DN', 'EV1DNE', 'EV1DW', 'EV1','EV1DE','EV1DSW', 'EV1DS', 'EV1DSE'], asweight=False, cmap='jet',dmap=None):
######Creating Function######
def plotallrecurrentmaps (pdf, t, dnumc, dstartidx, dendidx, lnety = ['EV1DNW', 'EV1DN', 'EV1DNE', 'EV1DW', 'EV1','EV1DE','EV1DSW', 'EV1DS', 'EV1DSE'], asweight=False, cmap='jet',dmap=None):
if dmap is None:
drfmap = getallrecurrentmaps(pdf, t, dnumc, dstartidx, dendidx, lnety, asweight=asweight)
else:
drfmap = dmap
vmin,vmax = 1e9,-1e9
for nety in lnety:
vmin = min(vmin, np.amin(drfmap[nety]))
vmax = max(vmax, np.amax(drfmap[nety]))
for tdx,nety in enumerate(lnety):
postid = dstartidx[nety] + 0
subplot(3,3,tdx+1)
imshow(drfmap[nety],cmap=cmap,origin='upper',vmin=vmin,vmax=vmax);
title(nety+'->'+nety+str(postid));
colorbar()
return drfmap
####Changes####
#-Removed poty from input variables, prety is nety (and lprety is lnety)
#-Automated postid for each nety
def getallrecurrentmaps (pdf, t, dnumc, dstartidx, dendidx, lnety = ['EV1DNW', 'EV1DN', 'EV1DNE', 'EV1DW', 'EV1','EV1DE','EV1DSW', 'EV1DS', 'EV1DSE'], asweight=False):
# gets all recurrent maps in lnety
return {nety:getrecurrentmap(pdf, t, nety, dnumc, dstartidx, dendidx, asweight=asweight) for nety in lnety}
####Changes####
#-Removed poty from getrecurrentmap input variables, prety is nety (and lprety is lnety)
def getrecurrentmap(pdf, t, nety, dnumc, dstartidx, dendidx, asweight=False):
postid = dstartidx[nety] + 0
nrow = ncol = int(np.sqrt(dnumc[nety]))
rfmap = np.zeros((nrow,ncol))
pdfs = pdf[(pdf.postid==postid) & (pdf.preid>dstartidx[nety]) & (pdf.preid<=dendidx[nety]) & (pdf.time==t)]
if len(pdfs) < 1: return rfmap
if not asweight:
for idx in pdfs.index:
preid = int(pdfs.at[idx,'preid'])
x,y = gid2pos(dnumc[nety], dstartidx[nety], preid)
rfmap[y,x] += 1
else:
rfcnt = np.zeros((nrow,ncol))
for idx in pdfs.index:
preid = int(pdfs.at[idx,'preid'])
x,y = gid2pos(dnumc[nety], dstartidx[nety], preid)
rfcnt[y,x] += 1
rfmap[y,x] += pdfs.at[idx,'weight']
for y in range(nrow):
for x in range(ncol):
if rfcnt[y,x]>0: rfmap[y,x]/=rfcnt[y,x] #rfmap integrates weight, take the average
return rfmap
####Questions####
#-preid is the numbers within a range, should I worry about postid == preid
#-Theres no check for if postid is in range of dstartidx[nety] and dendidx[nety]
#-Instead of postid being input like postid - dstartidx['EMUP'] + 0, could automate this to just read in poty, but would remove user accessability and options
####Changes made####
#-All reference to prety, poty are now merged to nety (neuron type)
#-Defines postid in function for each nety
########################################
06-19-20
########################################
To-Do:
-Understand all functions called by plotallinputmaps
-Can I scrap any of them?
####Inputs####
Function Inputs - Calling Input
pdf - pdf
t - pdf.time[0]
postid - dstartidx['EMUP'] + 0
poty - 'EMUP'
dnumc - dnumc
dstartidx - dstartidx
dendidx - dendidx
lprety - lprety
cmap - colormap for the imshow function
#
def plotallinputmaps (pdf, t, postid, poty, dnumc, dstartidx, dendidx, lprety=['EV1DNW', 'EV1DN', 'EV1DNE', 'EV1DW', 'EV1','EV1DE','EV1DSW', 'EV1DS', 'EV1DSE'], asweight=False, cmap='jet',dmap=None):
if dmap is None:
drfmap = getallinputmaps(pdf, t, postid, poty, dnumc, dstartidx, dendidx, lprety, asweight=asweight)
else:
drfmap = dmap
vmin,vmax = 1e9,-1e9
for prety in lprety:
vmin = min(vmin, np.amin(drfmap[prety]))
vmax = max(vmax, np.amax(drfmap[prety]))
for tdx,prety in enumerate(lprety):
subplot(3,3,tdx+1)
imshow(drfmap[prety],cmap=cmap,origin='upper',vmin=vmin,vmax=vmax);
title(prety+'->'+poty+str(postid));
colorbar()
return drfmap
##Image data stored in drfmap from getallinputmaps, this is the meat of it.
##lprety these types coded since they have the sensory info, want to see how this info conveyed to the motor neurons
##dmap is get all input maps
##asweight draws the color picture draws the count or weight
#
def getallinputmaps (pdf, t, postid, poty, dnumc, dstartidx, dendidx, lprety = ['EV1DNW', 'EV1DN', 'EV1DNE', 'EV1DW', 'EV1','EV1DE','EV1DSW', 'EV1DS', 'EV1DSE'], asweight=False):
# gets all input maps onto postid
return {prety:getinputmap(pdf, t, prety, postid, poty, dnumc, dstartidx, dendidx, asweight=asweight) for prety in lprety}
##Returns to a dictionary, key is prety in lprety and value is output from getinputmap
##This is basically a compiler for getinputmaps
####Inputs####
Function Inputs - Calling Input
pdf - pdf
t - pdf.time[0]
prety - from lprety
postid - dstartidx['EMUP'] + 0
poty - 'EMUP'
dnumc - dnumc
dstartidx - dstartidx
dendidx - dendidx
#
def getinputmap (pdf, t, prety, postid, poty, dnumc, dstartidx, dendidx, asweight=False):
nrow = ncol = int(np.sqrt(dnumc[poty]))
rfmap = np.zeros((nrow,ncol))
pdfs = pdf[(pdf.postid==postid) & (pdf.preid>dstartidx[prety]) & (pdf.preid<=dendidx[prety]) & (pdf.time==t)]
if len(pdfs) < 1: return rfmap
if not asweight:
for idx in pdfs.index:
preid = int(pdfs.at[idx,'preid'])
x,y = gid2pos(dnumc[prety], dstartidx[prety], preid)
rfmap[y,x] += 1
else:
rfcnt = np.zeros((nrow,ncol))
for idx in pdfs.index:
preid = int(pdfs.at[idx,'preid'])
x,y = gid2pos(dnumc[prety], dstartidx[prety], preid)
rfcnt[y,x] += 1
rfmap[y,x] += pdfs.at[idx,'weight']
for y in range(nrow):
for x in range(ncol):
if rfcnt[y,x]>0: rfmap[y,x]/=rfcnt[y,x] #rfmap integrates weight, take the average
return rfmap
#####Notes#####
-dnumc is a directory
-
#####Variables#####
-nrow, ncol
Equal value?
-rfmap
Image data, 2D matrix
-pdfs
Confused by this?
Seems to be raw data
-asweight
If true, looks at weights of connections, not just count
#####Sam Notes#####
dnumc is a dictionary that holds the number of cells of a type
nrow,ncol gets the number of rows,columns -- assumes they're arranged in a square
rfmap is the receptive field map output