比较提交

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此合并请求有变更与目标分支冲突。
/Project/Project.sln.DotSettings
/Project/Packages/manifest.json
/Project/ProjectSettings/ProjectSettings.asset
/Project/ProjectSettings/ProjectVersion.txt
/Project/Assets/ML-Agents/Examples/Crawler/Scripts/CrawlerAgent.cs
/Project/Assets/ML-Agents/Examples/Crawler/Demos/ExpCrawlerDynVS.demo.meta
/Project/Assets/ML-Agents/Examples/GridWorld/Demos/ExpertGrid.demo.meta
/Project/Assets/ML-Agents/Examples/PushBlock/Demos/ExpertPush.demo.meta
/Project/Assets/ML-Agents/Examples/Walker/Demos/ExpertWalkerDyVS.demo.meta
/com.unity.ml-agents.extensions/Runtime/Input/InputActuatorComponent.cs
/com.unity.ml-agents.extensions/Runtime/Input/Adaptors/DoubleInputActionAdaptor.cs
/com.unity.ml-agents.extensions/Runtime/Input/Adaptors/FloatInputActionAdaptor.cs
/com.unity.ml-agents.extensions/Runtime/Input/Adaptors/IntegerInputActionAdaptor.cs
/com.unity.ml-agents.extensions/Runtime/Input/Adaptors/ButtonInputActionAdaptor.cs
/com.unity.ml-agents.extensions/Runtime/Input/Adaptors/Vector2InputActionAdaptor.cs
/com.unity.ml-agents.extensions/Runtime/Input/IRLActionInputAdaptor.cs
/com.unity.ml-agents.extensions/Runtime/Input/InputActionActuator.cs
/com.unity.ml-agents.extensions/Tests/Runtime/Input/InputActionActuatorTests.cs
/com.unity.ml-agents.extensions/Tests/Runtime/Input/Adaptors/ButtonInputActionAdaptorTests.cs
/com.unity.ml-agents.extensions/Tests/Runtime/Input/Adaptors/DoubleInputActionAdaptorTests.cs
/com.unity.ml-agents.extensions/Tests/Runtime/Input/Adaptors/FloatInputActionAdapatorTests.cs
/com.unity.ml-agents.extensions/Tests/Runtime/Input/Adaptors/Vector2InputActionAdaptorTests.cs
/com.unity.ml-agents.extensions/Tests/Runtime/Input/Adaptors/IntegerInputActionAdaptorTests.cs
/com.unity.ml-agents.extensions/Runtime/Input/InputActuatorEventContext.cs
/Project/Packages/packages-lock.json
/Project/Assets/ML-Agents/Examples/Bouncer/Demos/ExpertBouncer.demo.meta
/Project/Assets/ML-Agents/Examples/Reacher/Demos/ExpertReacher.demo.meta
/Project/Assets/ML-Agents/Examples/Tennis/Demos/ExpertTennis.demo.meta
/Project/Assets/ML-Agents/Examples/FoodCollector/Demos/ExpertFood.demo.meta
/Project/Assets/ML-Agents/Examples/Crawler/Demos/ExpCrawlerStaVS.demo.meta
/Project/Assets/ML-Agents/Examples/Crawler/Demos/ExpertCrawlerDyn.demo.meta
/Project/Assets/ML-Agents/Examples/Crawler/Demos/ExpertCrawlerSta.demo.meta
/Project/Assets/ML-Agents/Examples/Walker/Demos/ExpertWalkerDy.demo.meta
/Project/Assets/ML-Agents/Examples/Walker/Demos/ExpertWalkerStVS.demo.meta
/Project/Assets/ML-Agents/Examples/Walker/Demos/ExpertWalkerSta.demo.meta
/ML-Agents-Input-Example/ProjectSettings/XRSettings.asset
/Project/ProjectSettings/XRSettings.asset

1 次代码提交

作者 SHA1 备注 提交日期
Christopher Goy b79970c0 Fix input for dodgeball. 4 年前
共有 1784 个文件被更改,包括 6833 次插入173 次删除
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      Project/Assets/ML-Agents/Examples/Pyramids/Demos/ExpertPyramid.demo.meta
  6. 7
      Project/Assets/ML-Agents/Examples/Reacher/Demos/ExpertReacher.demo.meta
  7. 9
      Project/Assets/ML-Agents/Examples/Soccer/Materials/ClearPlastic.mat
  8. 7
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  9. 7
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  15. 2
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  16. 7
      Project/Assets/ML-Agents/Examples/Walker/Demos/ExpertWalkerDy.demo.meta
  17. 7
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  19. 7
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  20. 7
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  21. 7
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  22. 7
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  38. 4
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  39. 3
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  40. 7
      com.unity.ml-agents.extensions/Runtime/Input/Adaptors/ButtonInputActionAdaptor.cs
  41. 7
      com.unity.ml-agents.extensions/Runtime/Input/Adaptors/DoubleInputActionAdaptor.cs
  42. 6
      com.unity.ml-agents.extensions/Runtime/Input/Adaptors/FloatInputActionAdaptor.cs
  43. 6
      com.unity.ml-agents.extensions/Runtime/Input/Adaptors/IntegerInputActionAdaptor.cs
  44. 7
      com.unity.ml-agents.extensions/Runtime/Input/Adaptors/Vector2InputActionAdaptor.cs
  45. 4
      com.unity.ml-agents.extensions/Runtime/Input/IRLActionInputAdaptor.cs
  46. 12
      com.unity.ml-agents.extensions/Runtime/Input/InputActionActuator.cs
  47. 63
      com.unity.ml-agents.extensions/Runtime/Input/InputActuatorComponent.cs
  48. 4
      com.unity.ml-agents.extensions/Runtime/Input/Unity.ML-Agents.Extensions.Input.asmdef
  49. 12
      com.unity.ml-agents.extensions/Tests/Runtime/Input/Adaptors/ButtonInputActionAdaptorTests.cs
  50. 12
      com.unity.ml-agents.extensions/Tests/Runtime/Input/Adaptors/DoubleInputActionAdaptorTests.cs
  51. 12
      com.unity.ml-agents.extensions/Tests/Runtime/Input/Adaptors/FloatInputActionAdapatorTests.cs
  52. 12
      com.unity.ml-agents.extensions/Tests/Runtime/Input/Adaptors/IntegerInputActionAdaptorTests.cs
  53. 12
      com.unity.ml-agents.extensions/Tests/Runtime/Input/Adaptors/Vector2InputActionAdaptorTests.cs
  54. 17
      com.unity.ml-agents.extensions/Tests/Runtime/Input/InputActionActuatorTests.cs
  55. 2
      com.unity.ml-agents.extensions/Tests/Runtime/Input/InputActuatorComponentTests.cs
  56. 2
      com.unity.ml-agents.extensions/Tests/Runtime/Input/Unity.ML-Agents.Extensions.Input.Tests.Runtime.asmdef
  57. 10
      ML-Agents-Input-Example/ProjectSettings/XRSettings.asset
  58. 26
      config/ppo/FPSAgent.yaml
  59. 35
      config/ppo/DodgeBall.yaml
  60. 8
      Project/Assets/TextMesh Pro.meta
  61. 8
      Project/Assets/Samples.meta
  62. 8
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  63. 8
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  64. 1001
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  72. 35
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  73. 81
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  74. 7
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  75. 8
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  78. 81
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  80. 81
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  81. 8
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  82. 78
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  83. 78
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  84. 8
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  85. 77
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  86. 8
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  87. 8
      Project/Assets/ML-Agents/Examples/Dodgeball.meta
  88. 451
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  89. 38
      Project/ProjectSettings/PackageManagerSettings.asset
  90. 15
      Project/ProjectSettings/BurstAotSettings_StandaloneLinux64.json
  91. 15
      Project/ProjectSettings/BurstAotSettings_StandaloneOSX.json
  92. 81
      com.unity.ml-agents.extensions/Runtime/Input/InputActuatorEventContext.cs
  93. 3
      com.unity.ml-agents.extensions/Runtime/Input/InputActuatorEventContext.cs.meta
  94. 8
      Project/Assets/TextMesh Pro/Documentation.meta
  95. 1001
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7
com.unity.ml-agents.extensions/Runtime/Input/Adaptors/ButtonInputActionAdaptor.cs


using Unity.MLAgents.Actuators;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Controls;
using UnityEngine.InputSystem.LowLevel;
namespace Unity.MLAgents.Extensions.Input

}
/// TODO again this might need to be more nuanced for things like continuous buttons.
/// <inheritdoc cref="IRLActionInputAdaptor.QueueInputEventForAction"/>
public void QueueInputEventForAction(InputAction action, InputControl control, ActionSpec actionSpec, in ActionBuffers actionBuffers)
/// <inheritdoc cref="IRLActionInputAdaptor.WriteToInputEventForAction"/>
public void WriteToInputEventForAction(InputEventPtr eventPtr, InputAction action, InputControl control, ActionSpec actionSpec, in ActionBuffers actionBuffers)
InputSystem.QueueDeltaStateEvent(control, (byte)val);
((ButtonControl)control).WriteValueIntoEvent((float)val, eventPtr);
}
/// <inheritdoc cref="IRLActionInputAdaptor.WriteToHeuristic"/>>

7
com.unity.ml-agents.extensions/Runtime/Input/Adaptors/DoubleInputActionAdaptor.cs


#if MLA_INPUT_SYSTEM && UNITY_2019_4_OR_NEWER
using Unity.MLAgents.Actuators;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Controls;
using UnityEngine.InputSystem.LowLevel;
namespace Unity.MLAgents.Extensions.Input

return ActionSpec.MakeContinuous(1);
}
/// <inheritdoc cref="IRLActionInputAdaptor.QueueInputEventForAction"/>
public void QueueInputEventForAction(InputAction action, InputControl control, ActionSpec actionSpec, in ActionBuffers actionBuffers)
/// <inheritdoc cref="IRLActionInputAdaptor.WriteToInputEventForAction"/>
public void WriteToInputEventForAction(InputEventPtr eventPtr, InputAction action, InputControl control, ActionSpec actionSpec, in ActionBuffers actionBuffers)
InputSystem.QueueDeltaStateEvent(control,(double)val);
((DoubleControl)control).WriteValueIntoEvent((double)val, eventPtr);
}
/// <inheritdoc cref="IRLActionInputAdaptor.WriteToHeuristic"/>

6
com.unity.ml-agents.extensions/Runtime/Input/Adaptors/FloatInputActionAdaptor.cs


return ActionSpec.MakeContinuous(1);
}
/// <inheritdoc cref="IRLActionInputAdaptor.QueueInputEventForAction"/>
public void QueueInputEventForAction(InputAction action, InputControl control, ActionSpec actionSpec, in ActionBuffers actionBuffers)
/// <inheritdoc cref="IRLActionInputAdaptor.WriteToInputEventForAction"/>
public void WriteToInputEventForAction(InputEventPtr eventPtr, InputAction action, InputControl control, ActionSpec actionSpec, in ActionBuffers actionBuffers)
InputSystem.QueueDeltaStateEvent(control, val);
control.WriteValueIntoEvent(val, eventPtr);
}
/// <inheritdoc cref="IRLActionInputAdaptor.WriteToHeuristic"/>

6
com.unity.ml-agents.extensions/Runtime/Input/Adaptors/IntegerInputActionAdaptor.cs


return ActionSpec.MakeDiscrete(2);
}
/// <inheritdoc cref="IRLActionInputAdaptor.QueueInputEventForAction"/>
public void QueueInputEventForAction(InputAction action, InputControl control, ActionSpec actionSpec, in ActionBuffers actionBuffers)
/// <inheritdoc cref="IRLActionInputAdaptor.WriteToInputEventForAction"/>
public void WriteToInputEventForAction(InputEventPtr eventPtr, InputAction action, InputControl control, ActionSpec actionSpec, in ActionBuffers actionBuffers)
InputSystem.QueueDeltaStateEvent(control, val);
control.WriteValueIntoEvent(val, eventPtr);
}
/// <inheritdoc cref="IRLActionInputAdaptor.WriteToHeuristic"/>

7
com.unity.ml-agents.extensions/Runtime/Input/Adaptors/Vector2InputActionAdaptor.cs


using Unity.MLAgents.Actuators;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Controls;
using UnityEngine.InputSystem.LowLevel;
namespace Unity.MLAgents.Extensions.Input

return ActionSpec.MakeContinuous(2);
}
/// <inheritdoc cref="IRLActionInputAdaptor.QueueInputEventForAction"/>
public void QueueInputEventForAction(InputAction action,
/// <inheritdoc cref="IRLActionInputAdaptor.WriteToInputEventForAction"/>
public void WriteToInputEventForAction(InputEventPtr eventPtr, InputAction action,
InputControl control,
ActionSpec actionSpec,
in ActionBuffers actionBuffers)

InputSystem.QueueDeltaStateEvent(control, new Vector2(x, y));
control.WriteValueIntoEvent(new Vector2(x, y), eventPtr);
}
/// <inheritdoc cref="IRLActionInputAdaptor.WriteToHeuristic"/>

4
com.unity.ml-agents.extensions/Runtime/Input/IRLActionInputAdaptor.cs


using System;
using Unity.MLAgents.Actuators;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.LowLevel;
namespace Unity.MLAgents.Extensions.Input
{

/// <summary>
/// Translates data from the <see cref="ActionBuffers"/> object to the <see cref="InputSystem"/>.
/// </summary>
/// <param name="eventPtr">The Event pointer to write to.</param>
void QueueInputEventForAction(InputAction action, InputControl control, ActionSpec actionSpec, in ActionBuffers actionBuffers);
void WriteToInputEventForAction(InputEventPtr eventPtr, InputAction action, InputControl control, ActionSpec actionSpec, in ActionBuffers actionBuffers);
/// <summary>
/// Writes data from the <paramref name="action"/> to the <paramref name="actionBuffers"/>.

12
com.unity.ml-agents.extensions/Runtime/Input/InputActionActuator.cs


readonly BehaviorParameters m_BehaviorParameters;
readonly InputAction m_Action;
readonly IRLActionInputAdaptor m_InputAdaptor;
InputActuatorEventContext m_InputActuatorEventContext;
InputDevice m_Device;
InputControl m_Control;

/// via the <see cref="IRLActionInputAdaptor"/>.</param>
/// <param name="adaptor">The <see cref="IRLActionInputAdaptor"/> that will convert data between ML-Agents
/// and the <see cref="InputSystem"/>.</param>
/// <param name="inputActuatorEventContext">The object that will provide the event ptr to write to.</param>
IRLActionInputAdaptor adaptor)
IRLActionInputAdaptor adaptor,
InputActuatorEventContext inputActuatorEventContext)
m_InputActuatorEventContext = inputActuatorEventContext;
ActionSpec = adaptor.GetActionSpecForInputAction(m_Action);
m_Device = inputDevice;
m_Control = m_Device?.GetChildControl(m_Action.name);

Profiler.BeginSample("InputActionActuator.OnActionReceived");
if (!m_BehaviorParameters.IsInHeuristicMode())
{
m_InputAdaptor.QueueInputEventForAction(m_Action, m_Control, ActionSpec, actionBuffers);
using (m_InputActuatorEventContext.GetEventForFrame(out var eventPtr))
{
m_InputAdaptor.WriteToInputEventForAction(eventPtr, m_Action, m_Control, ActionSpec, actionBuffers);
}
}
Profiler.EndSample();
}

63
com.unity.ml-agents.extensions/Runtime/Input/InputActuatorComponent.cs


#if MLA_INPUT_SYSTEM && UNITY_2019_4_OR_NEWER
using System;
using System.Collections.Generic;
using Unity.Collections;
using Unity.MLAgents.Actuators;
using Unity.MLAgents.Policies;
using UnityEngine;

using UnityEngine.InputSystem.LowLevel;
using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.Utilities;
#if UNITY_EDITOR

get
{
#if UNITY_EDITOR
FindNeededComponents();
var actuators = CreateActuatorsFromMap(m_InputAsset.FindActionMap(m_PlayerInput.defaultActionMap), m_BehaviorParameters, null);
m_ActionSpec = CombineActuatorActionSpecs(actuators);
if (!EditorApplication.isPlaying && m_ActionSpec.NumContinuousActions == 0
&& m_ActionSpec.BranchSizes == null
|| m_ActionSpec.BranchSizes.Length == 0)
{
FindNeededComponents();
var actuators = CreateActuatorsFromMap(m_InputAsset.FindActionMap(m_PlayerInput.defaultActionMap),
m_BehaviorParameters,
null,
InputActuatorEventContext.s_EditorContext);
m_ActionSpec = CombineActuatorActionSpecs(actuators);
}
#endif
return m_ActionSpec;
}

RegisterLayoutBuilder(inputActionMap, m_LayoutName);
m_Device = InputSystem.AddDevice(m_LayoutName);
m_Actuators = CreateActuatorsFromMap(inputActionMap, m_BehaviorParameters, m_Device);
var context = new InputActuatorEventContext(inputActionMap.actions.Count, m_Device);
m_Actuators = CreateActuatorsFromMap(inputActionMap, m_BehaviorParameters, m_Device, context);
UpdateDeviceBinding(m_BehaviorParameters.IsInHeuristicMode());
inputActionMap.Enable();

internal static IActuator[] CreateActuatorsFromMap(InputActionMap inputActionMap,
BehaviorParameters behaviorParameters,
InputDevice inputDevice)
InputDevice inputDevice,
InputActuatorEventContext context)
{
var actuators = new IActuator[inputActionMap.actions.Count];
for (var i = 0; i < inputActionMap.actions.Count; i++)

var adaptor = (IRLActionInputAdaptor)Activator.CreateInstance(controlTypeToAdaptorType[actionLayout.type]);
actuators[i] = new InputActionActuator(inputDevice, behaviorParameters, action, adaptor);
actuators[i] = new InputActionActuator(inputDevice, behaviorParameters, action, adaptor, context);
// Reasonably, the input system starts adding numbers after the first none numbered name
// is added. So for device ID of 0, we use the empty string in the path.

action.processors,
mlAgentsControlSchemeName);
action.bindingMask = InputBinding.MaskByGroup(mlAgentsControlSchemeName);
}
return actuators;
}

m_PlayerInput = null;
m_BehaviorParameters = null;
m_Device = null;
}
int m_ActuatorsWrittenToEvent;
NativeArray<byte> m_InputBufferForFrame;
InputEventPtr m_InputEventPtrForFrame;
public InputEventPtr GetEventForFrame()
{
#if UNITY_EDITOR
if (!EditorApplication.isPlaying)
{
return new InputEventPtr();
}
#endif
if (m_ActuatorsWrittenToEvent % m_Actuators.Length == 0 || !m_InputEventPtrForFrame.valid)
{
m_ActuatorsWrittenToEvent = 0;
m_InputEventPtrForFrame = new InputEventPtr();
m_InputBufferForFrame = StateEvent.From(m_Device, out m_InputEventPtrForFrame);
}
return m_InputEventPtrForFrame;
}
public void EventProcessedInFrame()
{
#if UNITY_EDITOR
if (!EditorApplication.isPlaying)
{
return;
}
#endif
m_ActuatorsWrittenToEvent++;
if (m_ActuatorsWrittenToEvent == m_Actuators.Length && m_InputEventPtrForFrame.valid)
{
InputSystem.QueueEvent(m_InputEventPtrForFrame);
m_InputBufferForFrame.Dispose();
}
}
}
}

4
com.unity.ml-agents.extensions/Runtime/Input/Unity.ML-Agents.Extensions.Input.asmdef


"versionDefines": [
{
"name": "com.unity.inputsystem",
"expression": "1.1.0-preview",
"expression": "1.1.0-preview.3",
}
}

12
com.unity.ml-agents.extensions/Tests/Runtime/Input/Adaptors/ButtonInputActionAdaptorTests.cs


public void TestQueueEvent()
{
var actionBuffers = new ActionBuffers(ActionSegment<float>.Empty, new ActionSegment<int>(new[] { 1 }));
m_Adaptor.QueueInputEventForAction(m_Action, m_Control, new ActionSpec(), actionBuffers);
var context = new InputActuatorEventContext(1, m_Device);
using (context.GetEventForFrame(out var eventPtr))
{
m_Adaptor.WriteToInputEventForAction(eventPtr, m_Action, m_Control, new ActionSpec(), actionBuffers);
}
InputSystem.Update();
var val = m_Action.ReadValue<float>();
Assert.IsTrue(Mathf.Approximately(1f, val));

public void TestWriteToHeuristic()
{
var actionBuffers = new ActionBuffers(ActionSegment<float>.Empty, new ActionSegment<int>(new[] { 1 }));
m_Adaptor.QueueInputEventForAction(m_Action, m_Control, new ActionSpec(), actionBuffers);
var context = new InputActuatorEventContext(1, m_Device);
using (context.GetEventForFrame(out var eventPtr))
{
m_Adaptor.WriteToInputEventForAction(eventPtr, m_Action, m_Control, new ActionSpec(), actionBuffers);
}
InputSystem.Update();
var buffer = new ActionBuffers(ActionSegment<float>.Empty, new ActionSegment<int>(new[] { 1 }));
m_Adaptor.WriteToHeuristic(m_Action, buffer);

12
com.unity.ml-agents.extensions/Tests/Runtime/Input/Adaptors/DoubleInputActionAdaptorTests.cs


public void TestQueueEvent()
{
var actionBuffers = new ActionBuffers(new ActionSegment<float>(new[] { 1f }), ActionSegment<int>.Empty);
m_Adaptor.QueueInputEventForAction(m_Action, m_Control, new ActionSpec(), actionBuffers);
var context = new InputActuatorEventContext(1, m_Device);
using (context.GetEventForFrame(out var eventPtr))
{
m_Adaptor.WriteToInputEventForAction(eventPtr, m_Action, m_Control, new ActionSpec(), actionBuffers);
}
InputSystem.Update();
Assert.IsTrue(Mathf.Approximately(1f, (float)m_Action.ReadValue<double>()));
}

{
var actionBuffers = new ActionBuffers(new ActionSegment<float>(new[] { 1f }), ActionSegment<int>.Empty);
m_Adaptor.QueueInputEventForAction(m_Action, m_Control, new ActionSpec(), actionBuffers);
var context = new InputActuatorEventContext(1, m_Device);
using (context.GetEventForFrame(out var eventPtr))
{
m_Adaptor.WriteToInputEventForAction(eventPtr, m_Action, m_Control, new ActionSpec(), actionBuffers);
}
InputSystem.Update();
var buffer = new ActionBuffers(new ActionSegment<float>(new[] { 1f }), ActionSegment<int>.Empty);
m_Adaptor.WriteToHeuristic(m_Action, buffer);

12
com.unity.ml-agents.extensions/Tests/Runtime/Input/Adaptors/FloatInputActionAdapatorTests.cs


public void TestQueueEvent()
{
var actionBuffers = new ActionBuffers(new ActionSegment<float>(new[] { 1f }), ActionSegment<int>.Empty);
m_Adaptor.QueueInputEventForAction(m_Action, m_Control, new ActionSpec(), actionBuffers);
var context = new InputActuatorEventContext(1, m_Device);
using (context.GetEventForFrame(out var eventPtr))
{
m_Adaptor.WriteToInputEventForAction(eventPtr, m_Action, m_Control, new ActionSpec(), actionBuffers);
}
InputSystem.Update();
var val = m_Action.ReadValue<float>();
Assert.IsTrue(Mathf.Approximately(1f, val));

public void TestWriteToHeuristic()
{
var actionBuffers = new ActionBuffers(new ActionSegment<float>(new[] { 1f }), ActionSegment<int>.Empty);
m_Adaptor.QueueInputEventForAction(m_Action, m_Control, new ActionSpec(), actionBuffers);
var context = new InputActuatorEventContext(1, m_Device);
using (context.GetEventForFrame(out var eventPtr))
{
m_Adaptor.WriteToInputEventForAction(eventPtr, m_Action, m_Control, new ActionSpec(), actionBuffers);
}
InputSystem.Update();
var buffer = new ActionBuffers(new ActionSegment<float>(new[] { 1f }), ActionSegment<int>.Empty);
m_Adaptor.WriteToHeuristic(m_Action, buffer);

12
com.unity.ml-agents.extensions/Tests/Runtime/Input/Adaptors/IntegerInputActionAdaptorTests.cs


public void TestQueueEvent()
{
var actionBuffers = new ActionBuffers(ActionSegment<float>.Empty, new ActionSegment<int>(new[] { 1 }));
m_Adaptor.QueueInputEventForAction(m_Action, m_Control, new ActionSpec(), actionBuffers);
var context = new InputActuatorEventContext(1, m_Device);
using (context.GetEventForFrame(out var eventPtr))
{
m_Adaptor.WriteToInputEventForAction(eventPtr, m_Action, m_Control, new ActionSpec(), actionBuffers);
}
InputSystem.Update();
var val = m_Action.ReadValue<int>();
Assert.IsTrue(val == 1);

public void TestWriteToHeuristic()
{
var actionBuffers = new ActionBuffers(ActionSegment<float>.Empty, new ActionSegment<int>(new[] { 1 }));
m_Adaptor.QueueInputEventForAction(m_Action, m_Control, new ActionSpec(), actionBuffers);
var context = new InputActuatorEventContext(1, m_Device);
using (context.GetEventForFrame(out var eventPtr))
{
m_Adaptor.WriteToInputEventForAction(eventPtr, m_Action, m_Control, new ActionSpec(), actionBuffers);
}
InputSystem.Update();
var buffer = new ActionBuffers(ActionSegment<float>.Empty, new ActionSegment<int>(new int[1]));
m_Adaptor.WriteToHeuristic(m_Action, buffer);

12
com.unity.ml-agents.extensions/Tests/Runtime/Input/Adaptors/Vector2InputActionAdaptorTests.cs


public void TestQueueEvent()
{
var actionBuffers = new ActionBuffers(new ActionSegment<float>(new[] { 0f, 1f }), ActionSegment<int>.Empty);
m_Adaptor.QueueInputEventForAction(m_Action, m_Control, new ActionSpec(), actionBuffers);
var context = new InputActuatorEventContext(1, m_Device);
using (context.GetEventForFrame(out var eventPtr))
{
m_Adaptor.WriteToInputEventForAction(eventPtr, m_Action, m_Control, new ActionSpec(), actionBuffers);
}
InputSystem.Update();
var val = m_Action.ReadValue<Vector2>();
Assert.IsTrue(Mathf.Approximately(0f, val.x));

public void TestWriteToHeuristic()
{
var actionBuffers = new ActionBuffers(new ActionSegment<float>(new[] { 0f, 1f }), ActionSegment<int>.Empty);
m_Adaptor.QueueInputEventForAction(m_Action, m_Control, new ActionSpec(), actionBuffers);
var context = new InputActuatorEventContext(1, m_Device);
using (context.GetEventForFrame(out var eventPtr))
{
m_Adaptor.WriteToInputEventForAction(eventPtr, m_Action, m_Control, new ActionSpec(), actionBuffers);
}
InputSystem.Update();
var buffer = new ActionBuffers(new ActionSegment<float>(new float[2]), ActionSegment<int>.Empty);
m_Adaptor.WriteToHeuristic(m_Action, buffer);

17
com.unity.ml-agents.extensions/Tests/Runtime/Input/InputActionActuatorTests.cs


using Unity.MLAgents.Policies;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.LowLevel;
public bool eventQueued;
public bool eventWritten;
public bool writtenToHeuristic;
public ActionSpec GetActionSpecForInputAction(InputAction action)

public void QueueInputEventForAction(InputAction action, InputControl control, ActionSpec actionSpec, in ActionBuffers actionBuffers)
public void WriteToInputEventForAction(InputEventPtr eventPtr, InputAction action, InputControl control, ActionSpec actionSpec, in ActionBuffers actionBuffers)
eventQueued = true;
eventWritten = true;
}
public void WriteToHeuristic(InputAction action, in ActionBuffers actionBuffers)

public void Reset()
{
eventQueued = false;
eventWritten = false;
writtenToHeuristic = false;
}
}

m_BehaviorParameters = go.AddComponent<BehaviorParameters>();
var action = new InputAction("action");
m_Adaptor = new TestAdaptor();
m_Actuator = new InputActionActuator(null, m_BehaviorParameters, action, m_Adaptor);
m_Actuator = new InputActionActuator(null, m_BehaviorParameters, action, m_Adaptor, new InputActuatorEventContext(1, InputSystem.AddDevice<Gamepad>()));
}
[Test]

m_Actuator.OnActionReceived(new ActionBuffers());
m_Actuator.Heuristic(new ActionBuffers());
Assert.IsFalse(m_Adaptor.eventQueued);
Assert.IsFalse(m_Adaptor.eventWritten);
Assert.IsFalse(m_Adaptor.eventQueued);
Assert.IsFalse(m_Adaptor.eventWritten);
Assert.IsTrue(m_Adaptor.eventQueued);
Assert.IsTrue(m_Adaptor.eventWritten);
m_Adaptor.Reset();
Assert.AreEqual(m_Actuator.Name, "InputActionActuator-action");

2
com.unity.ml-agents.extensions/Tests/Runtime/Input/InputActuatorComponentTests.cs


var device = InputSystem.AddDevice("TestLayout");
var actuators = InputActuatorComponent.CreateActuatorsFromMap(inputActionMap, m_BehaviorParameters, device);
var actuators = InputActuatorComponent.CreateActuatorsFromMap(inputActionMap, m_BehaviorParameters, device, new InputActuatorEventContext());
Assert.IsTrue(actuators.Length == 2);
Assert.IsTrue(actuators[0].ActionSpec.Equals(ActionSpec.MakeContinuous(2)));
Assert.IsTrue(actuators[1].ActionSpec.NumDiscreteActions == 1);

2
com.unity.ml-agents.extensions/Tests/Runtime/Input/Unity.ML-Agents.Extensions.Input.Tests.Runtime.asmdef


"versionDefines": [
{
"name": "com.unity.inputsystem",
"expression": "1.1.0",
"expression": "1.1.0-preview.3",
"define": "MLA_INPUT_TESTS"
}
],

10
ML-Agents-Input-Example/ProjectSettings/XRSettings.asset


{
"m_SettingKeys": [
"VR Device Disabled",
"VR Device User Alert"
],
"m_SettingValues": [
"False",
"False"
]
}

26
config/ppo/FPSAgent.yaml


behaviors:
FPSAgent:
trainer_type: ppo
hyperparameters:
batch_size: 128
buffer_size: 2048
learning_rate: 0.0003
beta: 0.01
epsilon: 0.2
lambd: 0.95
num_epoch: 3
learning_rate_schedule: linear
network_settings:
normalize: false
hidden_units: 256
num_layers: 2
vis_encode_type: simple
reward_signals:
extrinsic:
gamma: 0.99
strength: 1.0
keep_checkpoints: 5
max_steps: 2000000
time_horizon: 64
summary_freq: 60000
threaded: true

35
config/ppo/DodgeBall.yaml


behaviors:
DodgeBall:
trainer_type: ppo
hyperparameters:
batch_size: 128
buffer_size: 2048
learning_rate: 0.0003
beta: 0.01
epsilon: 0.2
lambd: 0.95
num_epoch: 3
learning_rate_schedule: linear
network_settings:
normalize: false
hidden_units: 256
num_layers: 2
vis_encode_type: simple
reward_signals:
extrinsic:
gamma: 0.99
strength: 1.0
# reward_signals:
# extrinsic:
# gamma: 0.99
# strength: 1.0
# curiosity:
# gamma: 0.99
# strength: 0.02
# encoding_size: 256
# learning_rate: 0.0003
keep_checkpoints: 5
max_steps: 2000000
time_horizon: 64
summary_freq: 5000
threaded: true

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Project/ProjectSettings/BurstAotSettings_StandaloneLinux64.json


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81
com.unity.ml-agents.extensions/Runtime/Input/InputActuatorEventContext.cs


#if MLA_INPUT_SYSTEM && UNITY_2019_4_OR_NEWER
using System;
using Unity.Collections;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.LowLevel;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Unity.MLAgents.Extensions.Input
{
/// <summary>
/// This interface is passed to InputActionActuators to allow them to write to InputEvents.
/// The way this interface should be used is to request the <see cref="InputEventPtr"/> by calling
/// <see cref="GetEventForFrame"/> then call <see cref="EventProcessedInFrame"/> before returning from
/// </summary>
public class InputActuatorEventContext : IDisposable
{
/// <summary>
/// The number of times to allow the use of an event before queuing it in the InputSystem.
/// </summary>
public readonly int NumTimesToProcess;
public readonly InputDevice InputDevice;
NativeArray<byte> m_EventBuffer;
InputEventPtr m_Ptr;
int m_Count;
#if UNITY_EDITOR
public static InputActuatorEventContext s_EditorContext = new InputActuatorEventContext();
#endif
public InputActuatorEventContext(int numTimesToProcess = 1, InputDevice device = null)
{
NumTimesToProcess = numTimesToProcess;
InputDevice = device;
m_Count = 0;
m_Ptr = new InputEventPtr();
m_EventBuffer = new NativeArray<byte>();
}
/// <summary>
/// Returns the <see cref="InputEventPtr"/> to write to for the current frame.
/// </summary>
/// <returns>The <see cref="InputEventPtr"/> to write to for the current frame.</returns>
public IDisposable GetEventForFrame(out InputEventPtr eventPtr)
{
#if UNITY_EDITOR
if (!EditorApplication.isPlaying)
{
eventPtr = new InputEventPtr();
}
#endif
if (m_Count % NumTimesToProcess == 0)
{
m_Count = 0;
m_EventBuffer = StateEvent.From(InputDevice, out m_Ptr);
}
eventPtr = m_Ptr;
return this;
}
public void Dispose()
{
#if UNITY_EDITOR
if (!EditorApplication.isPlaying)
{
return;
}
#endif
m_Count++;
if (m_Count == NumTimesToProcess && m_Ptr.valid)
{
InputSystem.QueueEvent(m_Ptr);
m_EventBuffer.Dispose();
}
}
}
}
#endif // MLA_INPUT_SYSTEM && UNITY_2019_4_OR_NEWER

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Project/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf
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