using Barracuda; using System; using UnityEngine; using UnityEngine.Serialization; namespace MLAgents { /// /// The Factory to generate policies. /// [AddComponentMenu("ML Agents/Behavior Parameters", (int)MenuGroup.Default)] public class BehaviorParameters : MonoBehaviour { [Serializable] enum BehaviorType { Default, HeuristicOnly, InferenceOnly } [HideInInspector] [SerializeField] BrainParameters m_BrainParameters = new BrainParameters(); [HideInInspector] [SerializeField] NNModel m_Model; [HideInInspector] [SerializeField] InferenceDevice m_InferenceDevice; [HideInInspector] [SerializeField] BehaviorType m_BehaviorType; [HideInInspector] [SerializeField] string m_BehaviorName = "My Behavior"; /// /// The team ID for this behavior. /// [HideInInspector] [SerializeField] public int m_TeamID; [FormerlySerializedAs("m_useChildSensors")] [HideInInspector] [SerializeField] [Tooltip("Use all Sensor components attached to child GameObjects of this Agent.")] bool m_UseChildSensors = true; /// /// The associated for this behavior. /// public BrainParameters brainParameters { get { return m_BrainParameters; } } /// /// Whether or not to use all the sensor components attached to child GameObjects of the agent. /// public bool useChildSensors { get { return m_UseChildSensors; } } /// /// The name of this behavior, which is used as a base name. See /// for the full name. /// public string behaviorName { get { return m_BehaviorName; } } /// /// Returns the behavior name, concatenated with any other metadata (i.e. team id). /// public string fullyQualifiedBehaviorName { get { return m_BehaviorName + "?team=" + m_TeamID; } } internal IPolicy GeneratePolicy(Func heuristic) { switch (m_BehaviorType) { case BehaviorType.HeuristicOnly: return new HeuristicPolicy(heuristic); case BehaviorType.InferenceOnly: return new BarracudaPolicy(m_BrainParameters, m_Model, m_InferenceDevice); case BehaviorType.Default: if (Academy.Instance.IsCommunicatorOn) { return new RemotePolicy(m_BrainParameters, fullyQualifiedBehaviorName); } if (m_Model != null) { return new BarracudaPolicy(m_BrainParameters, m_Model, m_InferenceDevice); } else { return new HeuristicPolicy(heuristic); } default: return new HeuristicPolicy(heuristic); } } /// /// Updates the model and related details for this behavior. /// /// New name for the behavior. /// New neural network model for this behavior. /// New inference device for this behavior. public void GiveModel( string newBehaviorName, NNModel model, InferenceDevice inferenceDevice = InferenceDevice.CPU) { m_Model = model; m_InferenceDevice = inferenceDevice; m_BehaviorName = newBehaviorName; } } }