AI-NeuralNet-Mesh

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        }

        print $net-&gt;run_uc(&quot;I love corn.&quot;)),&quot;\n&quot;;</PRE>
<P>On my system, this responds with, ``Good, Healthy Food.'' If you try to run <A HREF="#item_crunch"><CODE>crunch()</CODE></A> with
``I love pop.'', though, you will probably get ``Food! apples. apples.'' (At least it returns
that on my system.) As you can see, the associations are not yet perfect, but it can make
for some interesting demos!</P>
<P></P>
<DT><STRONG><A NAME="item_crunched">$net-&gt;crunched($word);</A></STRONG><BR>
<DD>
This will return undef if the word is not in the internal crunch list, or it will return the
index of the word if it exists in the crunch list.
<P>If the word is not in the list, it will set the internal error value with a text message
that you can retrive with the <A HREF="#item_error"><CODE>error()</CODE></A> method, below.</P>
<P></P>
<DT><STRONG><A NAME="item_word">$net-&gt;word($word);</A></STRONG><BR>
<DD>
A function alias for crunched().
<P></P>
<DT><STRONG><A NAME="item_col_width">$net-&gt;col_width($width);</A></STRONG><BR>
<DD>
This is useful for formating the debugging output of Level 4 if you are learning simple 
bitmaps. This will set the debugger to automatically insert a line break after that many
elements in the map output when dumping the currently run map during a learn loop.
<P>It will return the current width when called with a 0 or undef value.</P>
<P>The column width is preserved across <A HREF="#item_load"><CODE>load()</CODE></A> and <A HREF="#item_save"><CODE>save()</CODE></A> calls.</P>
<P></P>
<DT><STRONG><A NAME="item_random">$net-&gt;random($rand);</A></STRONG><BR>
<DD>
This will set the randomness factor from the network. Default is 0. When called 
with no arguments, or an undef value, it will return current randomness value. When
called with a 0 value, it will disable randomness in the network. The randomness factor
is preserved across <A HREF="#item_load"><CODE>load()</CODE></A> and <A HREF="#item_save"><CODE>save()</CODE></A> calls.
<P></P>
<DT><STRONG><A NAME="item_const">$net-&gt;const($const);</A></STRONG><BR>
<DD>
This sets the run const. for the network. The run const. is a value that is added
to every input line when a set of inputs are <A HREF="#item_run"><CODE>run()</CODE></A> or <A HREF="#item_learn"><CODE>learn()</CODE></A> -ed, to prevent the
network from hanging on a 0 value. When called with no arguments, it returns the current
const. value. It defaults to 0.0001 on a newly-created network. The run const. value
is preserved across <A HREF="#item_load"><CODE>load()</CODE></A> and <A HREF="#item_save"><CODE>save()</CODE></A> calls.
<P></P>
<DT><STRONG><A NAME="item_error">$net-&gt;error();</A></STRONG><BR>
<DD>
Returns the last error message which occured in the mesh, or undef if no errors have
occured.
<P></P>
<DT><STRONG><A NAME="item_load_pcx">$net-&gt;load_pcx($filename);</A></STRONG><BR>
<DD>
NOTE: To use this function, you must have PCX::Loader installed. If you do not have
PCX::Loader installed, it will return undef and store an error for you to retrive with 
the <A HREF="#item_error"><CODE>error()</CODE></A> method, below.
<P>This is a treat... this routine will load a PCX-format file (yah, I know ... ancient 
format ... but it is the only one I could find specs for to write it in Perl. If 
anyone can get specs for any other formats, or could write a loader for them, I 
would be very grateful!) Anyways, a PCX-format file that is exactly 320x200 with 8 bits 
per pixel, with pure Perl. It returns a blessed refrence to a PCX::Loader object, which 
supports the following routinges/members. See example files ex_pcx.pl and ex_pcxl.pl in 
the ./examples/ directory.</P>
<P>See <CODE>perldoc PCX::Loader</CODE> for information on the methods of the object returned.</P>
<P>You can download PCX::Loader from <A HREF="http://www.josiah.countystart.com/modules/get.pl?pcx-loader:mpod">http://www.josiah.countystart.com/modules/get.pl?pcx-loader:mpod</A></P>
<P></P></DL>
<P>
<HR>
<H1><A NAME="custom activation functions">CUSTOM ACTIVATION FUNCTIONS</A></H1>
<P>Included in this package are four custom activation functions meant to be used
as a guide to create your own, as well as to be useful to you in normal use of the
module. There is only one function exported by default into your namespace, which
is the <A HREF="#item_range"><CODE>range()</CODE></A> functions. These are not meant to be used as methods, but as functions.
These functions return code refs to a Perl closure which does the actual work when
the time comes.</P>
<DL>
<DT><STRONG>range(0..X);</STRONG><BR>
<DD>
<DT><STRONG>range(@range);</STRONG><BR>
<DD>
<DT><STRONG>range(A,B,C);</STRONG><BR>
<DD>
<A HREF="#item_range"><CODE>range()</CODE></A> returns a closure limiting the output 
of that node to a specified set of values.
Good for use in output layers.
<P>Usage example:
	$net-&gt;activation(4,range(0..5));
or (in the <A HREF="#item_new"><CODE>new()</CODE></A> hash constructor form):
	..
	{ 
		nodes		=&gt;	1,
		activation	=&gt;	range 5..2
	}
	..
You can also pass an array containing the range
values (not array ref), or you can pass a comma-
seperated list of values as parameters:</P>
<PRE>
        $net-&gt;activation(4,range(@numbers));
        $net-&gt;activation(4,range(6,15,26,106,28,3));</PRE>
<P>Note: when using a <A HREF="#item_range"><CODE>range()</CODE></A> activatior, train the
net TWICE on the data set, because the first time
the <A HREF="#item_range"><CODE>range()</CODE></A> function searches for the top value in
the inputs, and therefore, results could flucuate.
The second learning cycle guarantees more accuracy.</P>
<P>The actual code that implements the range closure is
a bit convulted, so I will expand on it here as a simple
tutorial for custom activation functions.</P>
<PRE>
        = line 1 =      sub {
        = line 2 =              my @values = ( 6..10 );
        = line 3 =              my $sum   = shift;
        = line 4 =              my $self  = shift;
        = line 5 =              $self-&gt;{top_value}=$sum if($sum&gt;$self-&gt;{top_value});
        = line 6 =              my $index = intr($sum/$self-&gt;{top_value}*$#values);
        = line 7 =              return $values[$index];
        = line 8 =      }</PRE>
<P>Now, the actual function fits in one line of code, but I expanded it a bit
here. Line 1 creates our array of allowed output values. Lines two and
three grab our parameters off the stack which allow us access to the
internals of this node. Line 5 checks to see if the sum output of this
node is higher than any previously encountered, and, if so, it sets
the marker higher. This also shows that you can use the $self refrence
to maintain information across activations. This technique is also used
in the <A HREF="#item_ramp"><CODE>ramp()</CODE></A> activator. Line 6 computes the index into the allowed

mesh.htm  view on Meta::CPAN

<DD>
This is an option is step up from average use of this module. This variable 
should hold the fully qualified name of the function used to make the actual connections
between the nodes in the network. This contains '_c' by default, but if you use
this variable, be sure to add the fully qualified name of the method. For example,
in the ALN example, I use a connector in the main package called <CODE>tree()</CODE> instead of
the default connector. Before I call the <A HREF="#item_new"><CODE>new()</CODE></A> constructor, I use this line of code:
<PRE>
        $AI::NeuralNet::Mesh::Connector = 'main::tree'
</PRE>
<P>The tree() function is called as a blessed method when it is used internally, providing
access to the bless refrence in the first argument. See notes on CUSTOM NETWORK CONNECTORS,
below, for more information on creating your own custom connector.</P>
<P></P>
<DT><STRONG><A NAME="item_%24AI%3A%3ANeuralNet%3A%3AMesh%3A%3ADEBUG">$AI::NeuralNet::Mesh::DEBUG</A></STRONG><BR>
<DD>
This variable controls the verbosity level. It will not hurt anything to set this 
directly, yet most people find it easier to set it using the <A HREF="#item_debug"><CODE>debug()</CODE></A> method, or 
any of its aliases.
<P></P></DL>
<P>
<HR>
<H1><A NAME="custom network connectors">CUSTOM NETWORK CONNECTORS</A></H1>
<P>Creating custom network connectors is step up from average use of this module. 
However, it can be very useful in creating other styles of neural networks, other
than the default fully-connected feed-foward network.</P>
<P>You create a custom connector by setting the variable $AI::NeuralNet::Mesh::Connector
to the fully qualified name of the function used to make the actual connections
between the nodes in the network. This variable contains '_c' by default, but if you use
this variable, be sure to add the fully qualified name of the method. For example,
in the ALN example, I use a connector in the main package called <CODE>tree()</CODE> instead of
the default connector. Before I call the <A HREF="#item_new"><CODE>new()</CODE></A> constructor, I use this line of code:</P>
<PRE>
        $AI::NeuralNet::Mesh::Connector = 'main::tree'
</PRE>
<P>The tree() function is called as a blessed method when it is used internally, providing
access to the bless refrence in the first argument.</P>
<P>Example connector:</P>
<PRE>
        sub connect_three {
        my $self        =       shift;
        my $r1a         =       shift;
        my $r1b         =       shift;
        my $r2a         =       shift;
        my $r2b         =       shift;
        my $mesh        =       $self-&gt;{mesh};

            for my $y (0..($r1b-$r1a)-1) {
                        $mesh-&gt;[$y+$r1a]-&gt;add_output_node($mesh-&gt;[$y+$r2a-1]) if($y&gt;0);
                        $mesh-&gt;[$y+$r1a]-&gt;add_output_node($mesh-&gt;[$y+$r2a]) if($y&lt;($r2b-$r2a));
                        $mesh-&gt;[$y+$r1a]-&gt;add_output_node($mesh-&gt;[$y+$r2a+1]) if($y&lt;($r2b-$r2a));
                }
        }</PRE>
<P>This is a very simple example. It feeds the outputs     of every node in the first layer
to the node directly above it, as well as the nodes on either side of the node directly
above it, checking for range sides, of course.</P>
<P>The network is stored internally as one long array of node objects. The goal here
is to connect one range of nodes in that array to another range of nodes. The calling
function has already calculated the indices into the array, and it passed it to you
as the four arguments after the $self refrence. The first two arguments we will call
$r1a and $r1b. These define the start and end indices of the first range, or ``layer.'' Likewise,
the next two arguemnts, $r2a and $r2b, define the start and end indices of the second
layer. We also grab a refrence to the mesh array so we dont have to type the $self
refrence over and over.</P>
<P>The loop that folows the arguments in the above example is very simple. It opens
a <CODE>for()</CODE> loop over the range of numbers, calculating the size instead of just going
$r1a..$r1b because we use the loop index with the next layer up as well.</P>
<P>$y + $r1a give the index into the mesh array of the current node to connect the output FROM.
We need to connect this nodes output lines to the next layers input nodes. We do this
with a simple method of the outputing node (the node at $y+$r1a), called add_output_node().</P>
<P><CODE>add_output_node()</CODE> takes one simple arguemnt: A blessed refrence to a node that it is supposed
to output its final value TO. We get this blessed refrence with more simple addition.</P>
<P>$y + $r2a gives us the node directly above the first node (supposedly...I'll get to the ``supposedly''
part in a minute.) By adding or subtracting from this number we get the neighbor nodes.
In the above example you can see we check the $y index to see that we havn't come close to
any of the edges of the range.</P>
<P>Using $y+$r2a we get the index of the node to pass to <CODE>add_output_node()</CODE> on the first node at
$y+<STRONG>$r1a</STRONG>.</P>
<P>And that's all there is to it!</P>
<P>For the fun of it, we'll take a quick look at the default connector.
Below is the actual default connector code, albeit a bit cleaned up, as well as
line numbers added.</P>
<PRE>
        = line 1  =     sub _c {
        = line 2  =     my $self        =       shift;
        = line 3  =     my $r1a         =       shift;
        = line 4  =     my $r1b         =       shift;
        = line 5  =     my $r2a         =       shift;
        = line 6  =     my $r2b         =       shift;
        = line 7  =     my $mesh        =       $self-&gt;{mesh};
        = line 8  =             for my $y ($r1a..$r1b-1) {
        = line 9  =                     for my $z ($r2a..$r2b-1) {
        = line 10 =                             $mesh-&gt;[$y]-&gt;add_output_node($mesh-&gt;[$z]);
        = line 11 =                     }
        = line 12 =             }
        = line 12 =     }
</PRE>
<P>Its that easy! The simplest connector (well almost anyways). It just connects each
node in the first layer defined by ($r1a..$r1b) to every node in the second layer as
defined by ($r2a..$r2b).</P>
<P>Those of you that are still reading, if you do come up with any new connection functions,
PLEASE SEND THEM TO ME. I would love to see what others are doing, as well as get new
network ideas. I will probably include any connectors you send over in future releases (with
propoer credit and permission, of course).</P>
<P>Anyways, happy coding!</P>
<P>
<HR>
<H1><A NAME="what can it do">WHAT CAN IT DO?</A></H1>
<P>Rodin Porrata asked on the ai-neuralnet-backprop malining list,
``What can they [Neural Networks] do?''. In regards to that questioin,
consider the following:</P>
<P>Neural Nets are formed by simulated neurons connected together much the same
way the brain's neurons are, neural networks are able to associate and
generalize without rules.  They have solved problems in pattern recognition,
robotics, speech processing, financial predicting and signal processing, to
name a few.</P>
<P>One of the first impressive neural networks was NetTalk, which read in ASCII
text and correctly pronounced the words (producing phonemes which drove a
speech chip), even those it had never seen before.  Designed by John Hopkins
biophysicist Terry Sejnowski and Charles Rosenberg of Princeton in 1986,
this application made the Backprogagation training algorithm famous.  Using
the same paradigm, a neural network has been trained to classify sonar

mesh.htm  view on Meta::CPAN

<H1><A NAME="examples">EXAMPLES</A></H1>
<P>Included are several example files in the ``examples'' directory from the
distribution ZIP file. Each of the examples includes a short explanation 
at the top of the file. Each of these are ment to demonstrate simple, yet 
practical (for the most part :-) uses of this module.</P>
<P>
<HR>
<H1><A NAME="other included packages">OTHER INCLUDED PACKAGES</A></H1>
<P>These packages are not designed to be called directly, they are for internal use. They are
listed here simply for your refrence.</P>
<DL>
<DT><STRONG><A NAME="item_AI%3A%3ANeuralNet%3A%3AMesh%3A%3Anode">AI::NeuralNet::Mesh::node</A></STRONG><BR>
<DD>
This is the worker package of the mesh. It implements all the individual nodes of the mesh.
It might be good to look at the source for this package (in the Mesh.pm file) if you
plan to do a lot of or extensive custom node activation types.
<P></P>
<DT><STRONG><A NAME="item_AI%3A%3ANeuralNet%3A%3AMesh%3A%3Acap">AI::NeuralNet::Mesh::cap</A></STRONG><BR>
<DD>
This is applied to the input layer of the mesh to prevent the mesh from trying to recursivly
adjust weights out throug the inputs.
<P></P>
<DT><STRONG><A NAME="item_AI%3A%3ANeuralNet%3A%3AMesh%3A%3Aoutput">AI::NeuralNet::Mesh::output</A></STRONG><BR>
<DD>
This is simply a data collector package clamped onto the output layer to record the data 
as it comes out of the mesh.
<P></P></DL>
<P>
<HR>
<H1><A NAME="bugs">BUGS</A></H1>
<P>This is a beta release of <CODE>AI::NeuralNet::Mesh</CODE>, and that holding true, I am sure 
there are probably bugs in here which I just have not found yet. If you find bugs in this module, I would 
appreciate it greatly if you could report them to me at <EM>&lt;<A HREF="mailto:jdb@wcoil.com">jdb@wcoil.com</A>&gt;</EM>,
or, even better, try to patch them yourself and figure out why the bug is being buggy, and
send me the patched code, again at <EM>&lt;<A HREF="mailto:jdb@wcoil.com">jdb@wcoil.com</A>&gt;</EM>.</P>
<P>
<HR>
<H1><A NAME="author">AUTHOR</A></H1>
<P>Josiah Bryan <EM>&lt;<A HREF="mailto:jdb@wcoil.com">jdb@wcoil.com</A>&gt;</EM></P>
<P>Copyright (c) 2000 Josiah Bryan. All rights reserved. This program is free software; 
you can redistribute it and/or modify it under the same terms as Perl itself.</P>
<P>The <CODE>AI::NeuralNet::Mesh</CODE> and related modules are free software. THEY COME WITHOUT WARRANTY OF ANY KIND.</P>
<P>$Id: AI::NeuralNet::Mesh.pm, v0.43 2000/15/09 03:29:08 josiah Exp $</P>
<P>
<HR>
<H1><A NAME="thanks">THANKS</A></H1>
<P>Below are a list of the people that have contributed in some way to this module (no particular order):</P>
<PRE>
        Rodin Porrata, rodin@ursa.llnl.gov
        Randal L. Schwartz, merlyn@stonehedge.com
        Michiel de Roo, michiel@geo.uu.nl
</PRE>
<PRE>

Thanks to Randal and Michiel for spoting some documentation and makefile bugs in the last release.
Thanks to Rodin for continual suggetions and questions about the module and more.</PRE>
<P>
<HR>
<H1><A NAME="download">DOWNLOAD</A></H1>
<P>You can always download the latest copy of AI::NeuralNet::Mesh
from <A HREF="http://www.josiah.countystart.com/modules/get.pl?mesh:pod">http://www.josiah.countystart.com/modules/get.pl?mesh:pod</A></P>
<P>
<HR>
<H1><A NAME="mailing list">MAILING LIST</A></H1>
<P>A mailing list has been setup for AI::NeuralNet::Mesh and AI::NeuralNet::BackProp. 
The list is for discussion of AI and neural net related topics as they pertain to 
AI::NeuralNet::BackProp and AI::NeuralNet::mesh. I will also announce in the group
each time a new release of AI::NeuralNet::Mesh is available.</P>
The list address is: <A HREF="mailto:ai-neuralnet-backprop@egroups.com">ai-neuralnet-backprop@egroups.com</A> <BR>
To subscribe, send a blank email to: <A HREF="mailto:ai-neuralnet-backprop-subscribe@egroups.com">ai-neuralnet-backprop-subscribe@egroups.com</A> 

<BR><BR><BR>
<HR>
<A HREF="http://www.josiah.countystart.com/modules/get.pl?mesh:(c)"><B>AI::NeuralNet::Mesh</B></A> - An optimized, accurate neural network Mesh. By <A HREF="mailto:jdb@wcoil.com"><B>Josiah Bryan</B></A>.


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