using Barracuda;
using System;
using UnityEngine;
using UnityEngine.Serialization;
namespace MLAgents.Policies
{
///
/// Defines what type of behavior the Agent will be using
///
[Serializable]
public enum BehaviorType
{
///
/// The Agent will use the remote process for decision making.
/// if unavailable, will use inference and if no model is provided, will use
/// the heuristic.
///
Default,
///
/// The Agent will always use its heuristic
///
HeuristicOnly,
///
/// The Agent will always use inference with the provided
/// neural network model.
///
InferenceOnly
}
///
/// The Factory to generate policies.
///
[AddComponentMenu("ML Agents/Behavior Parameters", (int)MenuGroup.Default)]
public class BehaviorParameters : MonoBehaviour
{
[HideInInspector, SerializeField]
BrainParameters m_BrainParameters = new BrainParameters();
///
/// The associated for this behavior.
///
public BrainParameters brainParameters
{
get { return m_BrainParameters; }
internal set { m_BrainParameters = value; }
}
[HideInInspector, SerializeField]
NNModel m_Model;
///
/// The neural network model used when in inference mode.
/// This should not be set at runtime; use
/// to set it instead.
///
public NNModel model
{
get { return m_Model; }
set { m_Model = value; UpdateAgentPolicy(); }
}
[HideInInspector, SerializeField]
InferenceDevice m_InferenceDevice;
///
/// How inference is performed for this Agent's model.
/// This should not be set at runtime; use
/// to set it instead.
///
public InferenceDevice inferenceDevice
{
get { return m_InferenceDevice; }
set { m_InferenceDevice = value; UpdateAgentPolicy();}
}
[HideInInspector, SerializeField]
BehaviorType m_BehaviorType;
///
/// The BehaviorType for the Agent.
///
public BehaviorType behaviorType
{
get { return m_BehaviorType; }
set { m_BehaviorType = value; UpdateAgentPolicy(); }
}
[HideInInspector, SerializeField]
string m_BehaviorName = "My Behavior";
///
/// The name of this behavior, which is used as a base name. See
/// for the full name.
/// This should not be set at runtime; use
/// to set it instead.
///
public string behaviorName
{
get { return m_BehaviorName; }
set { m_BehaviorName = value; UpdateAgentPolicy(); }
}
///
/// The team ID for this behavior.
///
[HideInInspector, SerializeField, FormerlySerializedAs("m_TeamID")]
public int TeamId;
// TODO properties here instead of Agent
[FormerlySerializedAs("m_useChildSensors")]
[HideInInspector]
[SerializeField]
[Tooltip("Use all Sensor components attached to child GameObjects of this Agent.")]
bool m_UseChildSensors = true;
///
/// Whether or not to use all the sensor components attached to child GameObjects of the agent.
/// Note that changing this after the Agent has been initialized will not have any effect.
///
public bool useChildSensors
{
get { return m_UseChildSensors; }
set { m_UseChildSensors = value; }
}
///
/// Returns the behavior name, concatenated with any other metadata (i.e. team id).
///
public string fullyQualifiedBehaviorName
{
get { return m_BehaviorName + "?team=" + TeamId; }
}
internal IPolicy GeneratePolicy(Func heuristic)
{
switch (m_BehaviorType)
{
case BehaviorType.HeuristicOnly:
return new HeuristicPolicy(heuristic);
case BehaviorType.InferenceOnly:
{
if (m_Model == null)
{
var behaviorType = BehaviorType.InferenceOnly.ToString();
throw new UnityAgentsException(
$"Can't use Behavior Type {behaviorType} without a model. " +
"Either assign a model, or change to a different Behavior Type."
);
}
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);
}
}
internal void UpdateAgentPolicy()
{
var agent = GetComponent();
if (agent == null)
{
return;
}
agent.ReloadPolicy();
}
}
}