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public string[] ObservationPlaceholderName; |
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/// Modify only in inspector : Name of the action node
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public string ActionPlaceholderName = "action"; |
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#if ENABLE_TENSORFLOW
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#if ENABLE_TENSORFLOW
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TFGraph graph; |
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TFSession session; |
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bool hasRecurrent; |
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float[,] inputState; |
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List<float[,,,]> observationMatrixList; |
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float[,] inputOldMemories; |
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#endif
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#endif
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/// Reference to the brain that uses this CoreBrainInternal
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public Brain brain; |
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foreach (TensorFlowAgentPlaceholder placeholder in graphPlaceholders) |
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{ |
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if (placeholder.valueType == TensorFlowAgentPlaceholder.tensorType.FloatingPoint) |
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try |
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runner.AddInput(graph[graphScope + placeholder.name][0], new float[] { Random.Range(placeholder.minValue, placeholder.maxValue) }); |
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if (placeholder.valueType == TensorFlowAgentPlaceholder.tensorType.FloatingPoint) |
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{ |
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runner.AddInput(graph[graphScope + placeholder.name][0], new float[] { Random.Range(placeholder.minValue, placeholder.maxValue) }); |
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} |
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else if (placeholder.valueType == TensorFlowAgentPlaceholder.tensorType.Integer) |
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{ |
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runner.AddInput(graph[graphScope + placeholder.name][0], new int[] { Random.Range((int)placeholder.minValue, (int)placeholder.maxValue + 1) }); |
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} |
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else if (placeholder.valueType == TensorFlowAgentPlaceholder.tensorType.Integer) |
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catch |
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runner.AddInput(graph[graphScope + placeholder.name][0], new int[] { Random.Range((int)placeholder.minValue, (int)placeholder.maxValue + 1) }); |
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throw new UnityAgentsException(string.Format(@"One of the Tensorflow placeholder cound nout be found.
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In brain {0}, there are no {1} placeholder named {2}.",
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brain.gameObject.name, placeholder.valueType.ToString(), graphScope + placeholder.name)); |
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} |
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} |
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runner.AddInput(graph[graphScope + ObservationPlaceholderName[obs_number]][0], observationMatrixList[obs_number]); |
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} |
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TFTensor[] runned; |
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try |
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{ |
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runned = runner.Run(); |
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} |
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catch (TFException e) |
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{ |
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string errorMessage = e.Message; |
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try |
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{ |
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errorMessage = string.Format(@"The tensorflow graph needs an input for {0} of type {1}", |
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e.Message.Split(new string[]{ "Node: " }, 0)[1].Split('=')[0], |
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e.Message.Split(new string[]{ "dtype=" }, 0)[1].Split(',')[0]); |
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} |
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finally |
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{ |
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throw new UnityAgentsException(errorMessage); |
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} |
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} |
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// Create the recurrent tensor
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if (hasRecurrent) |
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runner.AddInput(graph[graphScope + RecurrentInPlaceholderName][0], inputOldMemories); |
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runner.Fetch(graph[graphScope + RecurrentOutPlaceholderName][0]); |
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float[,] recurrent_tensor = runner.Run()[1].GetValue() as float[,]; |
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float[,] recurrent_tensor = runned[1].GetValue() as float[,]; |
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int i = 0; |
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foreach (int k in agentKeys) |
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if (brain.brainParameters.actionSpaceType == StateType.continuous) |
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{ |
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float[,] output = runner.Run()[0].GetValue() as float[,]; |
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float[,] output = runned[0].GetValue() as float[,]; |
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int i = 0; |
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foreach (int k in agentKeys) |
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{ |
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} |
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else if (brain.brainParameters.actionSpaceType == StateType.discrete) |
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{ |
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long[,] output = runner.Run()[0].GetValue() as long[,]; |
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long[,] output = runned[0].GetValue() as long[,]; |
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int i = 0; |
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foreach (int k in agentKeys) |
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{ |
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