Input and Output Couplings

A neuron in a network can be coupled to objects or agents in worlds. Worlds model the environment of a neural network, and couplings represent specific interactions between neurons and worlds. Couplings can take two forms: Output Commands which send information from a neuron to a world, and Input Sensors which allow neurons to receive information from a world.

Input nodes are like sensory neurons or receptors; they receive information from the world. They can be identified by an arrow pointing toward the neuron.

Output nodes are like simplified motor neurons that cause the creature to move. They can be identfied by an arrow pointing away from the neuron.

To create a coupling, right click on a neuron, and highlight Output Commands or Input Sensors from the menu. A list of all open worlds will appear. Highlight the world that contains what you would like the neuron to interact with and select either an Output Command or Input Sensor. Commands and Sensors vary pending on what type of world one is dealing with.

Odor World: If one is dealing with an Odor World, the neuron will couple with an Agent.
Data World: If one is dealing with a Data World, the neuron will couple with a particular column of the current Row, expanded in the DataWorld Couplings page.

To remove a coupling, right-click on the selected neuron, highlight either Output Commands or Input Sensors, then select "Not Input" or "Not Output."

To display coupling identifications, select Show I/O Info in the Network's Edit Menu.

Network-World Interaction Mode

The network-world interaction button on the toolbar acts like a two-way valve, which turns the flow of information to and from the world on or off. Each time this button is pressed, it goes to the next mode in a cycle of four modes:

World to Network. The world is sending information to the network. You "push" creatures around to see what affect this has on the network
Network to world . The network is sending information to the world. The network controls the creature. Play with the network to see how the creature behaves.
Both ways . The world and net are both talking to each other. Note that you can still intervene and modify network or world on the fly.

Neither way. Network and world are disconnected. Good for testing the network independently of the world.