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unity-tech-cn:/tag-0.2.0
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拉取从: unity-tech-cn:hh-develop-walljump_bugfixes
unity-tech-cn:/main
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unity-tech-cn:/develop/memorydump
unity-tech-cn:/develop/permutepytorch
unity-tech-cn:/develop/sac-targetq
unity-tech-cn:/develop/actions-out
unity-tech-cn:/develop/reshapeonnxmemories
unity-tech-cn:/develop/crawlergail
unity-tech-cn:/develop/debugtorchfood
unity-tech-cn:/develop/hybrid-actions
unity-tech-cn:/develop/bullet-hell
unity-tech-cn:/develop/action-spec-gym
unity-tech-cn:/develop/battlefoodcollector
unity-tech-cn:/develop/use-action-buffers
unity-tech-cn:/develop/hardswish
unity-tech-cn:/develop/leakyrelu
unity-tech-cn:/develop/torch-clip-scale
unity-tech-cn:/develop/contentropy
unity-tech-cn:/develop/manch
unity-tech-cn:/develop/torchcrawlerdebug
unity-tech-cn:/develop/fix-nan
unity-tech-cn:/develop/multitype-buffer
unity-tech-cn:/develop/windows-delay
unity-tech-cn:/develop/torch-tanh
unity-tech-cn:/develop/gail-norm
unity-tech-cn:/develop/multiprocess
unity-tech-cn:/develop/unified-obs
unity-tech-cn:/develop/rm-rf-new-models
unity-tech-cn:/develop/skipcritic
unity-tech-cn:/develop/centralizedcritic
unity-tech-cn:/develop/dodgeball-tests
unity-tech-cn:/develop/cc-teammanager
unity-tech-cn:/develop/weight-decay
unity-tech-cn:/develop/singular-embeddings
unity-tech-cn:/develop/zombieteammanager
unity-tech-cn:/develop/superpush
unity-tech-cn:/develop/teammanager
unity-tech-cn:/develop/zombie-exp
unity-tech-cn:/develop/update-readme
unity-tech-cn:/develop/readme-fix
unity-tech-cn:/develop/coma-noact
unity-tech-cn:/develop/coma-withq
unity-tech-cn:/develop/coma2
unity-tech-cn:/develop/action-slice
unity-tech-cn:/develop/gru
unity-tech-cn:/develop/critic-op-lstm-currentmem
unity-tech-cn:/develop/decaygail
unity-tech-cn:/develop/gail-srl-hack
unity-tech-cn:/develop/rear-pad
unity-tech-cn:/develop/mm-copyright-dates
unity-tech-cn:/develop/dodgeball-raycasts
unity-tech-cn:/develop/collab-envs-exp-ervin
unity-tech-cn:/develop/pushcollabonly
unity-tech-cn:/develop/sample-curation
unity-tech-cn:/develop/soccer-groupman
unity-tech-cn:/develop/input-actuator-tanks
unity-tech-cn:/develop/validate-release-fix
unity-tech-cn:/develop/new-console-log
unity-tech-cn:/develop/lex-walker-model
unity-tech-cn:/develop/lstm-burnin
unity-tech-cn:/develop/grid-vaiable-names
unity-tech-cn:/develop/fix-attn-embedding
unity-tech-cn:/develop/api-documentation-update-some-fixes
unity-tech-cn:/develop/update-grpc
unity-tech-cn:/develop/grid-rootref-debug
unity-tech-cn:/develop/pbcollab-rays
unity-tech-cn:/develop/2.0-verified-pre
unity-tech-cn:/develop/parameterizedenvs
unity-tech-cn:/develop/custom-ray-sensor
unity-tech-cn:/develop/mm-add-v2blog
unity-tech-cn:/develop/custom-raycast
unity-tech-cn:/develop/area-manager
unity-tech-cn:/develop/remove-unecessary-lr
unity-tech-cn:/develop/use-base-env-in-learn
unity-tech-cn:/soccer-fives/multiagent
unity-tech-cn:/develop/cubewars/splashdamage
unity-tech-cn:/develop/add-fire/exp
unity-tech-cn:/develop/add-fire/jit
unity-tech-cn:/develop/add-fire/speedtest
unity-tech-cn:/develop/add-fire/bc
unity-tech-cn:/develop/add-fire/ckpt-2
unity-tech-cn:/develop/add-fire/normalize-context
unity-tech-cn:/develop/add-fire/components-dir
unity-tech-cn:/develop/add-fire/halfentropy
unity-tech-cn:/develop/add-fire/memoryclass
unity-tech-cn:/develop/add-fire/categoricaldist
unity-tech-cn:/develop/add-fire/mm
unity-tech-cn:/develop/add-fire/sac-lst
unity-tech-cn:/develop/add-fire/mm3
unity-tech-cn:/develop/add-fire/continuous
unity-tech-cn:/develop/add-fire/ghost
unity-tech-cn:/develop/add-fire/policy-tests
unity-tech-cn:/develop/add-fire/export-discrete
unity-tech-cn:/develop/add-fire/test-simple-rl-fix-resnet
unity-tech-cn:/develop/add-fire/remove-currdoc
unity-tech-cn:/develop/add-fire/clean2
unity-tech-cn:/develop/add-fire/doc-cleanups
unity-tech-cn:/develop/add-fire/changelog
unity-tech-cn:/develop/add-fire/mm2
unity-tech-cn:/develop/model-transfer/add-physics
unity-tech-cn:/develop/model-transfer/train
unity-tech-cn:/develop/jit/experiments
unity-tech-cn:/exp-vince/sep30-2020
unity-tech-cn:/hh-develop-gridsensor-tests/static
unity-tech-cn:/develop/hybrid-actions/distlist
unity-tech-cn:/develop/bullet-hell/buffer
unity-tech-cn:/goal-conditioning/new
unity-tech-cn:/goal-conditioning/sensors-2
unity-tech-cn:/goal-conditioning/sensors-3-pytest-fix
unity-tech-cn:/goal-conditioning/grid-world
unity-tech-cn:/soccer-comms/disc
unity-tech-cn:/develop/centralizedcritic/counterfact
unity-tech-cn:/develop/centralizedcritic/mm
unity-tech-cn:/develop/centralizedcritic/nonego
unity-tech-cn:/develop/zombieteammanager/disableagent
unity-tech-cn:/develop/zombieteammanager/killfirst
unity-tech-cn:/develop/superpush/int
unity-tech-cn:/develop/superpush/branch-cleanup
unity-tech-cn:/develop/teammanager/int
unity-tech-cn:/develop/teammanager/cubewar-nocycle
unity-tech-cn:/develop/teammanager/cubewars
unity-tech-cn:/develop/superpush/int/hunter
unity-tech-cn:/goal-conditioning/new/allo-crawler
unity-tech-cn:/develop/coma2/clip
unity-tech-cn:/develop/coma2/singlenetwork
unity-tech-cn:/develop/coma2/samenet
unity-tech-cn:/develop/coma2/fixgroup
unity-tech-cn:/develop/coma2/samenet/sum
unity-tech-cn:/hh-develop-dodgeball/goy-input
unity-tech-cn:/develop/soccer-groupman/mod
unity-tech-cn:/develop/soccer-groupman/mod/hunter
unity-tech-cn:/develop/soccer-groupman/mod/hunter/cine
unity-tech-cn:/ai-hw-2021/tensor-applier
此合并请求有变更与目标分支冲突。
/UnitySDK/ProjectSettings/EditorBuildSettings.asset
/UnitySDK/ProjectSettings/ProjectSettings.asset
/UnitySDK/Assets/ML-Agents/Examples/WallJump/Scenes/WallJump.unity
/UnitySDK/Assets/ML-Agents/Examples/WallJump/TFModels/BigWallJumpLearning.nn
/UnitySDK/Assets/ML-Agents/Examples/WallJump/TFModels/SmallWallJumpLearning.nn
/UnitySDK/Assets/ML-Agents/Examples/WallJump/Prefabs/WallJumpArea.prefab
/UnitySDK/Assets/ML-Agents/Examples/WallJump/Scripts/WallJumpAgent.cs
/UnitySDK/ProjectSettings/EditorSettings.asset
/UnitySDK/Assets/ML-Agents/Examples/WallJump/Brains/WallJumpPlayer.asset
/UnitySDK/Assets/ML-Agents/Examples/WallJump/Brains/BigWallJumpLearning.asset
/UnitySDK/Assets/ML-Agents/Examples/WallJump/Brains/SmallWallJumpLearning.asset
/UnitySDK/Assets/ML-Agents/Examples/WallJump/Scripts/WallJumpAcademy.cs
/UnitySDK/Assets/ML-Agents/Examples/WallJump/TFModels/BigWallJumpLearning.nn.meta
/UnitySDK/Assets/ML-Agents/Examples/WallJump/TFModels/SmallWallJumpLearning.nn.meta
/config/trainer_config.yaml
/UnitySDK/csharp_timers.json
/UnitySDK/UnitySDK.sln.DotSettings
/UnitySDK/UnitySDK.sln.DotSettings
7 次代码提交
作者 | SHA1 | 备注 | 提交日期 |
---|---|---|---|
Hunter | 70e7a646 | clean up config | 5 年前 |
Hunter | b0d33e49 | code and prefab clean up | 5 年前 |
Hunter | 47d31907 | added new nn files | 5 年前 |
Hunter | 079bf01a | added new movement controller. refactored walljumpagent | 5 年前 |
Hunter | e12d830c | reduce show goal mat to .5 | 5 年前 |
Hunter | c92a9008 | init | 5 年前 |
Hunter | 429e5a54 | add zeroFriction mat to wall. change mass on agents. upscale block | 5 年前 |
共有 24 个文件被更改,包括 500 次插入 和 2376 次删除
-
9UnitySDK/ProjectSettings/TimeManager.asset
-
5UnitySDK/ProjectSettings/EditorBuildSettings.asset
-
6UnitySDK/ProjectSettings/ProjectSettings.asset
-
9UnitySDK/ProjectSettings/EditorSettings.asset
-
4UnitySDK/Assets/ML-Agents/Examples/Soccer/Materials/Physic_Materials/zeroFriction.physicMaterial
-
9UnitySDK/Assets/ML-Agents/Examples/WallJump/Brains/WallJumpPlayer.asset
-
9UnitySDK/Assets/ML-Agents/Examples/WallJump/Brains/BigWallJumpLearning.asset
-
9UnitySDK/Assets/ML-Agents/Examples/WallJump/Brains/SmallWallJumpLearning.asset
-
269UnitySDK/Assets/ML-Agents/Examples/WallJump/Prefabs/WallJumpArea.prefab
-
118UnitySDK/Assets/ML-Agents/Examples/WallJump/Scenes/WallJump.unity
-
16UnitySDK/Assets/ML-Agents/Examples/WallJump/Scripts/WallJumpAcademy.cs
-
193UnitySDK/Assets/ML-Agents/Examples/WallJump/Scripts/WallJumpAgent.cs
-
1001UnitySDK/Assets/ML-Agents/Examples/WallJump/TFModels/BigWallJumpLearning.nn
-
1001UnitySDK/Assets/ML-Agents/Examples/WallJump/TFModels/SmallWallJumpLearning.nn
-
2UnitySDK/Assets/ML-Agents/Examples/WallJump/TFModels/BigWallJumpLearning.nn.meta
-
2UnitySDK/Assets/ML-Agents/Examples/WallJump/TFModels/SmallWallJumpLearning.nn.meta
-
26config/trainer_config.yaml
-
11UnitySDK/Assets/ML-Agents/Examples/SharedAssets/Scripts/AgentCubeGroundCheck.cs.meta
-
3UnitySDK/Assets/ML-Agents/Examples/SharedAssets/Scripts/AgentCubeMovement.cs.meta
-
80UnitySDK/Assets/ML-Agents/Examples/SharedAssets/Scripts/AgentCubeGroundCheck.cs
-
74UnitySDK/Assets/ML-Agents/Examples/SharedAssets/Scripts/AgentCubeMovement.cs
-
1UnitySDK/csharp_timers.json
-
1csharp_timers.json
-
18UnitySDK/UnitySDK.sln.DotSettings
|
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%YAML 1.1 |
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%TAG !u! tag:unity3d.com,2011: |
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--- !u!5 &1 |
|||
TimeManager: |
|||
m_ObjectHideFlags: 0 |
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Fixed Timestep: 0.02 |
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Maximum Allowed Timestep: 0.33333334 |
|||
m_TimeScale: 1 |
|||
Maximum Particle Timestep: 0.03 |
1001
UnitySDK/Assets/ML-Agents/Examples/WallJump/TFModels/BigWallJumpLearning.nn
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文件差异内容过多而无法显示
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1001
UnitySDK/Assets/ML-Agents/Examples/WallJump/TFModels/SmallWallJumpLearning.nn
文件差异内容过多而无法显示
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文件差异内容过多而无法显示
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|
|||
fileFormatVersion: 2 |
|||
guid: b036370dc05b9481bbcee7db40d40b5d |
|||
guid: 2eb7bc1cb4297440f8970c08096869cd |
|||
ScriptedImporter: |
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userData: |
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assetBundleName: |
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fileFormatVersion: 2 |
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guid: 32c7a8411c2df4eefba2216c5880b982 |
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fileFormatVersion: 2 |
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MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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|||
fileFormatVersion: 2 |
|||
guid: 7dbad9f11d9f4b2884e5f8fd66c81426 |
|||
timeCreated: 1571951124 |
|
|||
//Standardized ground check for the Agent Cube
|
|||
using UnityEngine; |
|||
|
|||
namespace MLAgents |
|||
{ |
|||
|
|||
/// <summary>
|
|||
/// Perform Groundcheck using a Physics OverlapBox
|
|||
/// </summary>
|
|||
[DisallowMultipleComponent] |
|||
public class AgentCubeGroundCheck : MonoBehaviour |
|||
{ |
|||
public bool debugDrawGizmos; |
|||
public Collider[] hitGroundColliders = new Collider[3]; |
|||
public Vector3 groundCheckBoxLocalPos = new Vector3(0,-0.52f, 0); |
|||
public Vector3 groundCheckBoxSize = new Vector3(0.99f, 0.02f, 0.99f); |
|||
public bool isGrounded; |
|||
public float ungroundedTime; //amount of time agent hasn't been grounded
|
|||
public float groundedTime; //amount of time agent has been grounded
|
|||
|
|||
void FixedUpdate() |
|||
{ |
|||
DoGroundCheck(); |
|||
if(!isGrounded) |
|||
{ |
|||
ungroundedTime += Time.deltaTime; |
|||
groundedTime = 0; |
|||
} |
|||
else |
|||
{ |
|||
groundedTime += Time.deltaTime; |
|||
ungroundedTime = 0; |
|||
} |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Does the ground check.
|
|||
/// </summary>
|
|||
/// <returns><c>true</c>, if the agent is on the ground,
|
|||
/// <c>false</c> otherwise.</returns>
|
|||
/// <param name="smallCheck"></param>
|
|||
public void DoGroundCheck() |
|||
{ |
|||
isGrounded = false; |
|||
if(Physics.OverlapBoxNonAlloc( |
|||
transform.TransformPoint(groundCheckBoxLocalPos), |
|||
groundCheckBoxSize/2, |
|||
hitGroundColliders, |
|||
transform.rotation) > 0) |
|||
{ |
|||
foreach (var col in hitGroundColliders) |
|||
{ |
|||
if (col != null && col.transform != transform && |
|||
(col.CompareTag("walkableSurface") || |
|||
col.CompareTag("block"))) |
|||
{ |
|||
isGrounded = true; //then we're grounded
|
|||
break; |
|||
} |
|||
} |
|||
} |
|||
//empty the array
|
|||
for (int i = 0; i < hitGroundColliders.Length; i++) |
|||
{ |
|||
hitGroundColliders[i] = null; |
|||
} |
|||
} |
|||
|
|||
//Draw the Box Overlap as a gizmo to show where it currently is testing.
|
|||
void OnDrawGizmos() |
|||
{ |
|||
if (debugDrawGizmos) |
|||
{ |
|||
Gizmos.color = Color.red; |
|||
Gizmos.matrix = transform.localToWorldMatrix; |
|||
Gizmos.DrawWireCube(groundCheckBoxLocalPos, groundCheckBoxSize); |
|||
} |
|||
} |
|||
} |
|||
} |
|
|||
//Standardized movement controller for the Agent Cube
|
|||
using UnityEngine; |
|||
|
|||
namespace MLAgents |
|||
{ |
|||
public class AgentCubeMovement : MonoBehaviour |
|||
{ |
|||
[Header("RUNNING")] public ForceMode runningForceMode = ForceMode.Impulse; |
|||
//speed agent can run if grounded
|
|||
public float agentRunSpeed = 20; |
|||
//speed agent can run if not grounded
|
|||
public float agentRunInAirSpeed = 10f; |
|||
|
|||
[Header("IDLE")] |
|||
//coefficient used to dampen velocity when idle
|
|||
//the purpose of this is to fine tune agent drag
|
|||
//...and prevent the agent sliding around while grounded
|
|||
//0 means it will instantly stop when grounded
|
|||
//1 means no drag will be applied
|
|||
public float agentIdleDragVelCoeff = .85f; |
|||
|
|||
[Header("BODY ROTATION")] |
|||
//body rotation speed
|
|||
public float agentRotationSpeed = 7f; |
|||
|
|||
[Header("JUMPING")] |
|||
//upward jump velocity magnitude
|
|||
public float agentJumpVelocity = 15f; |
|||
|
|||
[Header("FALLING FORCE")] |
|||
//force applied to agent while falling
|
|||
public float agentFallingSpeed = 50f; |
|||
|
|||
public void Jump(Rigidbody rb) |
|||
{ |
|||
Vector3 velToUse = rb.velocity; |
|||
velToUse.y = agentJumpVelocity; |
|||
rb.velocity = velToUse; |
|||
} |
|||
|
|||
public void RotateBody(Rigidbody rb, Vector3 rotationAxis) |
|||
{ |
|||
rb.MoveRotation(rb.rotation * Quaternion.AngleAxis(agentRotationSpeed, rotationAxis)); |
|||
} |
|||
|
|||
public void RunOnGround(Rigidbody rb, Vector3 dir) |
|||
{ |
|||
var vel = rb.velocity.magnitude; |
|||
float adjustedSpeed = Mathf.Clamp(agentRunSpeed - vel, 0, agentRunSpeed); |
|||
rb.AddForce(dir.normalized * adjustedSpeed, |
|||
runningForceMode); |
|||
} |
|||
|
|||
public void RunInAir(Rigidbody rb, Vector3 dir) |
|||
{ |
|||
var vel = rb.velocity.magnitude; |
|||
float adjustedSpeed = Mathf.Clamp(agentRunInAirSpeed - vel, 0, agentRunInAirSpeed); |
|||
rb.AddForce(dir.normalized * adjustedSpeed, |
|||
runningForceMode); |
|||
} |
|||
|
|||
public void AddIdleDrag(Rigidbody rb) |
|||
{ |
|||
rb.velocity *= agentIdleDragVelCoeff; |
|||
} |
|||
|
|||
public void AddFallingForce(Rigidbody rb) |
|||
{ |
|||
rb.AddForce( |
|||
Vector3.down * agentFallingSpeed, ForceMode.Acceleration); |
|||
} |
|||
} |
|||
|
|||
} |
|
|||
{"count":1,"self":54.300678399999995,"total":60.891335999999995,"children":{"AgentResetIfDone":{"count":3001,"self":0.149694,"total":0.149694,"children":null},"AgentSendState":{"count":3001,"self":0.952689,"total":2.677314,"children":{"CollectObservations":{"count":24024,"self":1.7246249999999999,"total":1.7246249999999999,"children":null}}},"BrainDecideAction":{"count":3001,"self":3.302732,"total":3.302732,"children":null},"AcademyStep":{"count":3001,"self":0.081987999999999991,"total":0.081987999999999991,"children":null},"AgentAct":{"count":3001,"self":0.37719199999999997,"total":0.37719199999999997,"children":null}}} |
|
|||
{"count":1,"self":26.708940799999997,"total":239.834716,"children":{"AgentResetIfDone":{"count":13809,"self":0.14462899999999998,"total":0.14462899999999998,"children":null},"AgentSendState":{"count":13809,"self":1.018158,"total":4.721239,"children":{"CollectObservations":{"count":110472,"self":3.7030808,"total":3.7030809999999996,"children":null}}},"BrainDecideAction":{"count":13809,"self":207.38073599999998,"total":207.380741,"children":null},"AcademyStep":{"count":13809,"self":0.07435,"total":0.07435,"children":null},"AgentAct":{"count":13809,"self":0.802439,"total":0.802439,"children":null}}}9899999999993,"children":null}}} |
|
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|||
<s:String x:Key="/Default/CodeStyle/Naming/CSharpNaming/Abbreviations/=BLAS/@EntryIndexedValue">BLAS</s:String> |
|||
<s:String x:Key="/Default/CodeStyle/Naming/CSharpNaming/Abbreviations/=CPU/@EntryIndexedValue">CPU</s:String> |
|||
<s:String x:Key="/Default/CodeStyle/Naming/CSharpNaming/Abbreviations/=GPU/@EntryIndexedValue">GPU</s:String> |
|||
<s:String x:Key="/Default/CodeStyle/Naming/CSharpNaming/Abbreviations/=NN/@EntryIndexedValue">NN</s:String> |
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<s:Boolean x:Key="/Default/UserDictionary/Words/=BLAS/@EntryIndexedValue">True</s:Boolean> |
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<s:Boolean x:Key="/Default/UserDictionary/Words/=Logits/@EntryIndexedValue">True</s:Boolean> |
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|
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|
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<s:Boolean x:Key="/Default/UserDictionary/Words/=Marsaglia/@EntryIndexedValue">True</s:Boolean> |
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<s:Boolean x:Key="/Default/UserDictionary/Words/=multinomial/@EntryIndexedValue">True</s:Boolean> |
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<s:Boolean x:Key="/Default/UserDictionary/Words/=Probs/@EntryIndexedValue">True</s:Boolean> |
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<s:Boolean x:Key="/Default/UserDictionary/Words/=protobuf/@EntryIndexedValue">True</s:Boolean> |
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<s:Boolean x:Key="/Default/UserDictionary/Words/=Scaler/@EntryIndexedValue">True</s:Boolean> |
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<s:Boolean x:Key="/Default/UserDictionary/Words/=Scriptable/@EntryIndexedValue">True</s:Boolean> |
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<s:Boolean x:Key="/Default/UserDictionary/Words/=stddev/@EntryIndexedValue">True</s:Boolean> |
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<s:Boolean x:Key="/Default/UserDictionary/Words/=vals/@EntryIndexedValue">True</s:Boolean></wpf:ResourceDictionary> |
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