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7b4bf07cc3 | 2 years ago |
@ -1,2 +1,70 @@
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# BP_system
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// Step 3: Sigmoid Function
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double sigmoid(double x) {
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return 1 / (1 + exp(-x));
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}
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// Step 4: Initialize Hidden Layer Nodes
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void init() {
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// Assuming you have predefined constants for the number of nodes and other parameters
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const int num_hidden_nodes = 10; // Adjust according to your network architecture
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// Initialize hidden layer nodes
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for (int i = 0; i < num_hidden_nodes; i++) {
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// Allocate memory for weights and weight corrections
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double* weights = (double*)malloc(sizeof(double) * num_input_nodes); // Assuming num_input_nodes is defined
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double* weight_corrections = (double*)malloc(sizeof(double) * num_input_nodes);
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// Initialize weights with random values
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for (int j = 0; j < num_input_nodes; j++) {
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weights[j] = (double)rand() / RAND_MAX * 2.0 - 1.0;
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weight_corrections[j] = 0.0;
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}
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// Initialize bias and bias correction
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double bias = (double)rand() / RAND_MAX * 2.0 - 1.0;
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double bias_correction = 0.0;
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// Store these values in your data structure for the hidden layer
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// This is where you need to have a data structure to hold your network parameters
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}
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}
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// Step 5: Forward Propagation from Hidden Layer to Output Layer
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void forward_propagation() {
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// Assuming you have predefined constants for the number of nodes and other parameters
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const int num_output_nodes = 5; // Adjust according to your network architecture
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// Assuming you have initialized your hidden layer and stored it in some data structure
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// Loop through each output node
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for (int i = 0; i < num_output_nodes; i++) {
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// Initialize sum
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double sum = 0.0;
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// Loop through each hidden layer node
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for (int j = 0; j < num_hidden_nodes; j++) {
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// Calculate the weighted sum of inputs
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sum += hidden_layer[j].value * hidden_layer[j].weights[i];
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}
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// Subtract the bias
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sum -= output_bias[i];
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// Apply sigmoid activation
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output_layer[i].value = sigmoid(sum);
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}
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}
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// Step 6: Main Function
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int main() {
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// Initialize your neural network
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init();
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// Perform forward propagation
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forward_propagation();
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// Rest of your code...
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return 0;
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}
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