using UnityEngine; using System.Collections; using System.Collections.Generic; using Barracuda; using MLAgents.InferenceBrain; namespace MLAgents { public class Utilities { /// /// Converts a list of Texture2D into a Tensor. /// /// /// Tensor proxy to fill with Texture data. /// /// /// The list of textures to be put into the tensor. /// Note that the textures must have same width and height. /// /// /// If set to true the textures /// will be converted to grayscale before being stored in the tensor. /// /// Tensor allocator public static void TextureToTensorProxy(TensorProxy tensorProxy, List textures, bool blackAndWhite, ITensorAllocator allocator) { var batchSize = textures.Count; var width = textures[0].width; var height = textures[0].height; var data = tensorProxy.Data; for (var b = 0; b < batchSize; b++) { var cc = textures[b].GetPixels32(); for (var h = height - 1; h >= 0; h--) { for (var w = 0; w < width; w++) { var currentPixel = cc[(height - h - 1) * width + w]; if (!blackAndWhite) { // For Color32, the r, g and b values are between // 0 and 255. data[b, h, w, 0] = currentPixel.r / 255.0f; data[b, h, w, 1] = currentPixel.g / 255.0f; data[b, h, w,2] = currentPixel.b / 255.0f; } else { data[b, h, w, 0] = (currentPixel.r + currentPixel.g + currentPixel.b) / 3f / 255.0f; } } } } } /// /// Calculates the cumulative sum of an integer array. The result array will be one element /// larger than the input array since it has a padded 0 at the begining. /// If the input is [a, b, c], the result will be [0, a, a+b, a+b+c] /// /// The cumulative sum of the input array. public static int[] CumSum(int [] array) { var runningSum = 0; var result = new int[array.Length + 1]; for (var actionIndex = 0; actionIndex < array.Length; actionIndex++) { runningSum += array[actionIndex]; result[actionIndex + 1] = runningSum; } return result; } /// /// Shifts list elements to the left by the specified amount. /// /// Target list /// /// /// Shift amount /// /// public static void ShiftLeft(List list, int amount) { for (var i = amount; i < list.Count; i++) { list[i - amount] = list[i]; } } /// /// Replaces target list elements with source list elements starting at specified position in target list. /// /// Target list /// /// /// Source list /// /// /// Offset in target list /// /// public static void ReplaceRange(List dst, List src, int start) { for (var i = 0; i < src.Count; i++) { dst[i + start] = src[i]; } } /// /// Adds elements to list without extra temp allocations (assuming it fits pre-allocated capacity of the list). /// Regular List.AddRange() unfortunately allocates temp list to add items. /// https://stackoverflow.com/questions/2123161/listt-addrange-implementation-suboptimal /// Note: this implementation might be slow with large numbers of elements in the source array. /// /// Target list /// /// /// Source array /// /// public static void AddRangeNoAlloc(List dst, T[] src) { var offset = dst.Count; for (var i = 0; i < src.Length; i++) { dst.Add(src[i]); } } } }