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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/Assets/ML-Agents/Editor/Tests/MLAgentsEditModeTest.cs
/UnitySDK/Assets/ML-Agents/Scripts/Agent.cs
/UnitySDK/Assets/ML-Agents/Scripts/Policy/BehaviorParameters.cs
/UnitySDK/Assets/ML-Agents/Scripts/Monitor.cs
16 次代码提交
共有 11 个文件被更改,包括 212 次插入 和 43 次删除
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1UnitySDK/UnitySDK.sln.DotSettings
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7UnitySDK/Assets/ML-Agents/Editor/Tests/MLAgentsEditModeTest.cs
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18UnitySDK/Assets/ML-Agents/Scripts/Monitor.cs
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1UnitySDK/Assets/ML-Agents/Scripts/Policy/BehaviorParameters.cs
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84UnitySDK/Assets/ML-Agents/Scripts/Agent.cs
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3UnitySDK/Assets/ML-Agents/Scripts/RewardProvider.meta
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3UnitySDK/Assets/ML-Agents/Scripts/RewardProvider/IRewardProvider.cs.meta
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3UnitySDK/Assets/ML-Agents/Scripts/RewardProvider/RewardProviderComponent.cs.meta
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31UnitySDK/Assets/ML-Agents/Scripts/RewardProvider/IRewardProvider.cs
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104UnitySDK/Assets/ML-Agents/Scripts/RewardProvider/RewardProviderComponent.cs
|
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fileFormatVersion: 2 |
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guid: 332fe3ab963e4b33bc528e8f5b2c82a7 |
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timeCreated: 1575329166 |
|
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fileFormatVersion: 2 |
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guid: bed12564f4c74e3e964fdb763ce73213 |
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timeCreated: 1575329472 |
|
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fileFormatVersion: 2 |
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guid: f726f84c46eb44bb9630a107f7ce7b96 |
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timeCreated: 1578522299 |
|
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namespace MLAgents.RewardProvider |
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{ |
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/// <summary>
|
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/// Reward providers allow users to provide rewards for Agent behavior during training in order to
|
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/// give hints on what types of actions are "better" than others based on an Agent's previous observation.
|
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/// </summary>
|
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public interface IRewardProvider |
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{ |
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/// <summary>
|
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/// Get an incremental reward to pass along to a trainer.
|
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/// </summary>
|
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/// <returns></returns>
|
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float GetIncrementalReward(); |
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|
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/// <summary>
|
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/// This function is called on every step of the simulation and should be
|
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/// used as a place to store an <see cref="Agent"/>'s incremental reward
|
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/// before the reward is sent off to the brain from the
|
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/// <see cref="GetIncrementalReward"/> method.
|
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/// </summary>
|
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void RewardStep(); |
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|
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/// <summary>
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/// Notifies the RewardProvider that the current reward should be reset. If done is false,
|
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/// the incremental reward should only be reset, otherwise both the incremental and cumulative
|
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/// reward should be reset.
|
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/// <param name="done">Flag indicating whether the Agent episode is done or not.</param>
|
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/// </summary>
|
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void ResetReward(bool done=false); |
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} |
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} |
|
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using UnityEngine; |
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#if UNITY_EDITOR
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using UnityEditor; |
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#endif
|
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|
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namespace MLAgents.RewardProvider |
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{ |
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/// <summary>
|
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/// The base class for all reward provider components.
|
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/// </summary>
|
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public class RewardProviderComponent : MonoBehaviour, IRewardProvider |
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{ |
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|
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#if UNITY_EDITOR
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[Range(1, 100)] |
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[Tooltip("The sample rate of the reward to display in the UI. 5 means it samples every 5 frames.")] |
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public int RewardSampleRate = 20; |
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#endif
|
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/// <summary>
|
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/// The reward that is accumulated between Agent steps.
|
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/// </summary>
|
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float m_IncrementalReward; |
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|
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/// <summary>
|
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/// The Reward that is accumulated between Agent episodes.
|
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/// </summary>
|
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float m_CumulativeReward; |
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|
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/// <summary>
|
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/// Resets the step reward and possibly the episode reward for the agent.
|
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/// </summary>
|
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public void ResetReward(bool done = false) |
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{ |
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m_IncrementalReward = 0f; |
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if (done) |
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{ |
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m_CumulativeReward = 0f; |
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} |
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|
|||
#if UNITY_EDITOR
|
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InternalResetReward(); |
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#endif
|
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} |
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|
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/// <summary>
|
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/// Overrides the current step reward of the agent and updates the episode
|
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/// reward accordingly.
|
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/// </summary>
|
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/// <param name="reward">The new value of the reward.</param>
|
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public void SetReward(float reward) |
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{ |
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m_CumulativeReward += reward - m_IncrementalReward; |
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m_IncrementalReward = reward; |
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} |
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|
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/// <summary>
|
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/// Increments the step and episode rewards by the provided value.
|
|||
/// </summary>
|
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/// <param name="increment">Incremental reward value.</param>
|
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public void AddReward(float increment) |
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{ |
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m_IncrementalReward += increment; |
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m_CumulativeReward += increment; |
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} |
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|
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public float GetIncrementalReward() |
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{ |
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return m_IncrementalReward; |
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} |
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|
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public float GetCumulativeReward() |
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{ |
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return m_CumulativeReward; |
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} |
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|
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public virtual void RewardStep() |
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{ |
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|
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} |
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|
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|
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#if UNITY_EDITOR
|
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public AnimationCurve rewardCurve = new AnimationCurve(); |
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#endif
|
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|
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#if UNITY_EDITOR
|
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void InternalResetReward() |
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{ |
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if (Time.frameCount % RewardSampleRate != 0) |
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return; |
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var keyframe = new Keyframe |
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{ |
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time = Time.realtimeSinceStartup, |
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value = m_CumulativeReward, |
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inTangent = 0.0f, |
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outTangent = 0.0f |
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}; |
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var index = rewardCurve.AddKey(keyframe); |
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AnimationUtility.SetKeyLeftTangentMode(rewardCurve, index, AnimationUtility.TangentMode.Linear); |
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AnimationUtility.SetKeyRightTangentMode(rewardCurve, index, AnimationUtility.TangentMode.Linear); |
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} |
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#endif
|
|||
} |
|||
} |
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