119 lines
2.3 KiB
C++
119 lines
2.3 KiB
C++
/*
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* To change this license header, choose License Headers in Project Properties.
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* To change this template file, choose Tools | Templates
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* and open the template in the editor.
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*/
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/*
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* File: DeepStack.cpp
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* Author: jens
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*
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* Created on 25. Oktober 2019, 18:26
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*/
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#include <cassert>
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#include "DeepStack.hpp"
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using namespace std;
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DeepStack::DeepStack(const std::string &name)
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: AStack(StackType::Deep, name)
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{
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}
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DeepStack::~DeepStack()
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{
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}
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arma::mat DeepStack::trainingBatchFrom(size_t layerId, const arma::mat& batch)
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{
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arma::mat thisBatch = batch;
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Layer *pLayer = getLayer(0);
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while (pLayer)
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{
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if (pLayer->id() == layerId)
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{
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break;
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}
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thisBatch = pLayer->toHiddenProbs(thisBatch);
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pLayer = pLayer->next;
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}
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return thisBatch;
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}
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void DeepStack::train(const arma::mat& batch, Rbm::IListener* pListener)
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{
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arma::mat thisBatch = batch;
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Layer *pLayer = getLayer(0);
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while (pLayer)
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{
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thisBatch = trainingBatchFrom(pLayer->id(), thisBatch);
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pLayer->train(thisBatch, pListener);
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pLayer = pLayer->next;
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}
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}
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void DeepStack::train(size_t layerId, const arma::mat& batch, Rbm::IListener* pListener)
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{
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arma::mat thisBatch = batch;
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Layer *pLayer = getLayer(0);
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while (pLayer)
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{
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if (pLayer->id() == layerId)
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{
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break;
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}
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thisBatch = pLayer->toHiddenProbs(thisBatch);
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pLayer = pLayer->next;
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}
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pLayer->train(thisBatch, pListener);
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}
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arma::mat DeepStack::upPass(size_t layerId, const arma::mat& v)
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{
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return upPass(getLayer(layerId), v);
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}
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arma::mat DeepStack::downPass(size_t layerId, const arma::mat& h)
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{
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return downPass(getLayer(layerId), h);
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}
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arma::mat DeepStack::upDownPass(size_t layerId, const arma::mat& v)
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{
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arma::mat h = upPass(layerId, v);
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arma::mat r = downPass(numLayers()-1, h);
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return r;
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}
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arma::mat DeepStack::upPass(Layer *pLayer, arma::mat const &v)
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{
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arma::mat h = arma::zeros(0,0);
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arma::mat tv = v;
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while(pLayer)
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{
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if (pLayer->isEnable())
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{
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h = pLayer->to_h_gibbs(tv);
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tv = h;
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}
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pLayer = pLayer->next;
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}
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return h;
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}
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arma::mat DeepStack::downPass(Layer *pLayer, arma::mat const &h)
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{
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arma::mat v = arma::zeros(0,0);
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arma::mat th = h;
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while(pLayer)
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{
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if (pLayer->isEnable())
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{
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v = pLayer->to_v_gibbs(th);
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th = v;
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}
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pLayer = pLayer->prev;
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}
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return v;
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}
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