using System.Collections.Generic;
namespace MLAgents.InferenceBrain
{
///
/// Mapping between Tensor names and generators.
/// A TensorGenerator implements a Dictionary of strings (node names) to an Action.
/// The Action take as argument the tensor, the current batch size and a Dictionary of
/// Agent to AgentInfo corresponding to the current batch.
/// Each Generator reshapes and fills the data of the tensor based of the data of the batch.
/// When the Tensor is an Input to the model, the shape of the Tensor will be modified
/// depending on the current batch size and the data of the Tensor will be filled using the
/// Dictionary of Agent to AgentInfo.
/// When the Tensor is an Output of the model, only the shape of the Tensor will be modified
/// using the current batch size. The data will be prefilled with zeros.
///
public class TensorGenerator
{
public interface Generator
{
///
/// Modifies the data inside a Tensor according to the information contained in the
/// AgentInfos contained in the current batch.
///
/// The tensor the data and shape will be modified
/// The number of agents present in the current batch
/// Dictionary of Agent to AgentInfo containing the
/// information that will be used to populate the tensor's data
void Generate(Tensor tensor, int batchSize, Dictionary agentInfo);
}
Dictionary _dict = new Dictionary();
///
/// Returns a new TensorGenerators object.
///
/// The BrainParameters used to determine what Generators will be
/// used
/// The seed the Generators will be initialized with.
public TensorGenerator(BrainParameters bp, int seed)
{
// Generator for Inputs
_dict[TensorNames.BatchSizePlaceholder] = new BatchSizeGenerator();
_dict[TensorNames.SequenceLengthPlaceholder] = new SequenceLengthGenerator();
_dict[TensorNames.VectorObservationPlacholder] = new VectorObservationGenerator();
_dict[TensorNames.RecurrentInPlaceholder] = new RecurrentInputGenerator();
_dict[TensorNames.RecurrentInPlaceholder_C] = new BarracudaRecurrentInputGenerator(true);
_dict[TensorNames.RecurrentInPlaceholder_H] = new BarracudaRecurrentInputGenerator(false);
_dict[TensorNames.PreviousActionPlaceholder] = new PreviousActionInputGenerator();
_dict[TensorNames.ActionMaskPlaceholder] = new ActionMaskInputGenerator();
_dict[TensorNames.RandomNormalEpsilonPlaceholder] = new RandomNormalInputGenerator(seed);
if (bp.cameraResolutions != null)
{
for (var visIndex = 0;
visIndex < bp.cameraResolutions.Length;
visIndex++)
{
var index = visIndex;
var bw = bp.cameraResolutions[visIndex].blackAndWhite;
_dict[TensorNames.VisualObservationPlaceholderPrefix + visIndex] = new
VisualObservationInputGenerator(index, bw);
}
}
// Generators for Outputs
_dict[TensorNames.ActionOutput] = new BiDimensionalOutputGenerator();
_dict[TensorNames.RecurrentOutput] = new BiDimensionalOutputGenerator();
_dict[TensorNames.ValueEstimateOutput] = new BiDimensionalOutputGenerator();
}
///
/// Populates the data of the tensor inputs given the data contained in the current batch
/// of agents.
///
/// Enumerable of tensors that will be modified.
/// The number of agents present in the current batch
///
/// Dictionary of Agent to AgentInfo that contains the
/// data that will be used to modify the tensors
/// One of the tensor does not have an
/// associated generator.
public void GenerateTensors(IEnumerable tensors,
int currentBatchSize,
Dictionary agentInfos)
{
foreach (var tensor in tensors)
{
if (!_dict.ContainsKey(tensor.Name))
{
throw new UnityAgentsException(
"Unknow tensor expected as input : " + tensor.Name);
}
_dict[tensor.Name].Generate(tensor, currentBatchSize, agentInfos);
}
}
}
}