using System;
using Unity.MLAgents.Policies;
namespace Unity.MLAgents.Actuators
{
internal class VectorActuator : IActuator
{
IActionReceiver m_ActionReceiver;
ActionBuffers m_ActionBuffers;
internal ActionBuffers ActionBuffers
{
get => m_ActionBuffers;
private set => m_ActionBuffers = value;
}
public VectorActuator(IActionReceiver actionReceiver,
int[] vectorActionSize,
SpaceType spaceType,
string name = "VectorActuator")
{
m_ActionReceiver = actionReceiver;
string suffix;
switch (spaceType)
{
case SpaceType.Continuous:
ActionSpec = ActionSpec.MakeContinuous(vectorActionSize[0]);
suffix = "-Continuous";
break;
case SpaceType.Discrete:
ActionSpec = ActionSpec.MakeDiscrete(vectorActionSize);
suffix = "-Discrete";
break;
default:
throw new ArgumentOutOfRangeException(nameof(spaceType),
spaceType,
"Unknown enum value.");
}
Name = name + suffix;
}
public void ResetData()
{
m_ActionBuffers = ActionBuffers.Empty;
}
public void OnActionReceived(ActionBuffers actionBuffers)
{
ActionBuffers = actionBuffers;
m_ActionReceiver.OnActionReceived(ActionBuffers);
}
public void WriteDiscreteActionMask(IDiscreteActionMask actionMask)
{
m_ActionReceiver.WriteDiscreteActionMask(actionMask);
}
///
/// Returns the number of discrete branches + the number of continuous actions.
///
public int TotalNumberOfActions => ActionSpec.NumContinuousActions +
ActionSpec.NumDiscreteActions;
///
///
///
public ActionSpec ActionSpec { get; }
public string Name { get; }
}
}