using UnityEngine;
namespace MLAgents.Sensor
{
public abstract class SensorBase : ISensor
{
///
/// Write the observations to the output buffer. This size of the buffer will be product of the sizes returned
/// by GetFloatObservationShape().
///
///
public abstract void WriteObservation(float[] output);
public abstract int[] GetFloatObservationShape();
public abstract string GetName();
///
/// Default implementation of Write interface. This creates a temporary array, calls WriteObservation,
/// and then writes the results to the WriteAdapter.
///
///
public virtual int Write(WriteAdapter adapter)
{
// TODO reuse buffer for similar agents, don't call GetFloatObservationShape()
var numFloats = this.ObservationSize();
float[] buffer = new float[numFloats];
WriteObservation(buffer);
adapter.AddRange(buffer);
return numFloats;
}
public void Update() { }
public virtual byte[] GetCompressedObservation()
{
return null;
}
public virtual SensorCompressionType GetCompressionType()
{
return SensorCompressionType.None;
}
}
}