#include #include #include "visualisations.hpp" #include "DummyLayerVisualisation.hpp" #include "MultiImageVisualisation.hpp" #include "FlatLayerVisualisation.hpp" #include "Range.hpp" #include "ActivityAnimation.hpp" using namespace fmri; using namespace std; // Maximum number of interactions shown static constexpr size_t INTERACTION_LIMIT = 1000; fmri::LayerVisualisation *fmri::getVisualisationForLayer(const fmri::LayerData &layer) { switch (layer.shape().size()) { case 2: return new FlatLayerVisualisation(layer, FlatLayerVisualisation::Ordering::SQUARE); case 4: return new MultiImageVisualisation(layer); default: return new DummyLayerVisualisation(); } } static vector >> computeActivityStrengths(const LayerData &prevState, const LayerInfo &layer) { LOG(INFO) << "Computing top interactions for " << layer.name() << endl; typedef pair > Entry; auto data = prevState.data(); CHECK_GE(layer.parameters().size(), 1) << "Layer should have correct parameters"; const auto shape = layer.parameters()[0]->shape(); auto weights = layer.parameters()[0]->cpu_data(); const auto numEntries = accumulate(shape.begin(), shape.end(), static_cast(1), multiplies()); vector interactions(numEntries); for (auto i : Range(numEntries)) { interactions[i] = weights[i] * data[i % shape[0]]; } // Now use a creative argsort vector idx(numEntries); iota(idx.begin(), idx.end(), 0); const auto desiredSize = min(INTERACTION_LIMIT, numEntries); nth_element(idx.begin(), idx.begin() + desiredSize, idx.end(), [&interactions](size_t a, size_t b) { return abs(interactions[a]) > abs(interactions[b]); }); vector result; result.reserve(desiredSize); for (auto i : Range(desiredSize)) { result.emplace_back(interactions[idx[i]], make_pair(idx[i] % shape[0], idx[i] / shape[0])); } return result; } Animation * fmri::getActivityAnimation(const fmri::LayerData &prevState, const fmri::LayerInfo &layer, const vector &prevPositions, const vector &curPositions) { if (layer.type() != LayerInfo::Type::InnerProduct) { // Only supported type at this time return nullptr; } if (prevPositions.empty() || curPositions.empty()) { // Not all positions know, no visualisation possible. return nullptr; } const auto entries = computeActivityStrengths(prevState, layer); return new ActivityAnimation(entries, prevPositions.data(), curPositions.data(), 10); }