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Make a serialization upgrade path for maxStep. (#3424)
Make a serialization upgrade path for maxStep. (#3424)
- Test comment out as we need a package that is only verified for 2019.2./asymm-envs
GitHub
5 年前
当前提交
44f88933
共有 12 个文件被更改,包括 592 次插入 和 3 次删除
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5Project/ProjectSettings/EditorBuildSettings.asset
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38com.unity.ml-agents/Runtime/Agent.cs
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8com.unity.ml-agents/Tests/Runtime.meta
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51com.unity.ml-agents/Tests/Runtime/SerializationTest.cs
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11com.unity.ml-agents/Tests/Runtime/SerializationTest.cs.meta
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12com.unity.ml-agents/Tests/Runtime/SerializeAgent.cs
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11com.unity.ml-agents/Tests/Runtime/SerializeAgent.cs.meta
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429com.unity.ml-agents/Tests/Runtime/SerializeTestScene.unity
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7com.unity.ml-agents/Tests/Runtime/SerializeTestScene.unity.meta
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16com.unity.ml-agents/Tests/Runtime/Unity.ML-Agents.Runtime.Tests.asmdef
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7com.unity.ml-agents/Tests/Runtime/Unity.ML-Agents.Runtime.Tests.asmdef.meta
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// using System.Collections;
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// using NUnit.Framework;
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// #if UNITY_EDITOR
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// using UnityEditor.SceneManagement;
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// using UnityEngine.TestTools;
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// #endif
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// using UnityEngine;
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// using UnityEngine.SceneManagement;
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//
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// namespace Tests
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// {
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// [TestFixture]
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// public class SerializationTest
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// {
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//
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// [SetUp]
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// public void Setup()
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// {
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// SceneManager.LoadScene("Packages/com.unity.ml-agents/Tests/Runtime/SerializeTestScene");
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// }
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//
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// /// <summary>
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// /// Test that the serialized agent in the scene, which has its agent parameter value serialized,
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// /// properly deserializes it to Agent.maxStep.
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// /// </summary>
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// [UnityTest]
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// public IEnumerator SerializationTestSimplePasses()
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// {
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// // Use the Assert class to test conditions
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// var gameObjects = SceneManager.GetActiveScene().GetRootGameObjects();
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// if (SceneManager.GetActiveScene().name != "SerializeTestScene")
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// {
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// yield return null;
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// }
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//
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// GameObject agent = null;
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// foreach (var go in gameObjects)
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// {
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// if (go.name == "Agent")
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// {
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// agent = go;
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// break;
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// }
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// }
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// Assert.NotNull(agent);
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// var agentComponent = agent.GetComponent<SerializeAgent>();
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// Assert.True(agentComponent.maxStep == 5000);
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//
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// }
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// }
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// }
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using System.Collections; |
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using System.Collections.Generic; |
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using UnityEngine; |
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using MLAgents; |
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public class SerializeAgent : Agent |
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{ |
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public override float[] Heuristic() |
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{ |
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return new[] {0f}; |
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