|
|
|
|
|
|
|
|
|
|
### Variable Length Observations |
|
|
|
|
|
|
|
It is possible for agents to collect observations from a varying number of GameObjects by using a `BufferSensor`. |
|
|
|
It is possible for agents to collect observations from a varying number of |
|
|
|
GameObjects by using a `BufferSensor`. |
|
|
|
attention to a varying number of entities. On the trainer side, the `BufferSensor` |
|
|
|
attention to a varying number of entities (for example, a varying number of |
|
|
|
tiles in the [Sorter environment](Learning-Environment-Examples.md#sorter)). |
|
|
|
On the trainer side, the `BufferSensor` |
|
|
|
a flat vector observation. However, attention mechanisms enable solving problems that require comparative reasoning between entities in a scene |
|
|
|
such as our [Sorter environmentt](Learning-Environment-Examples.md#sorter). |
|
|
|
a flat vector observation. However, attention mechanisms enable solving |
|
|
|
problems that require comparative reasoning between entities in a scene |
|
|
|
such as our [Sorter environment](Learning-Environment-Examples.md#sorter). |
|
|
|
the padded observations. |
|
|
|
the padded observations. Note that attention layers are invariant to |
|
|
|
the order of the entities, so there is no need to properly "order" the |
|
|
|
entities before feeding them into the `BufferSensor`. |
|
|
|
|
|
|
|
The `BufferSensor` constructor and Editor inspector have two arguments: |
|
|
|
- `Observation Size` : This is how many floats each entities will be |
|
|
|