using UnityEngine;
using System.Collections.Generic;
using System;
using Unity.MLAgents.Actuators;
using Unity.MLAgents.Sensors;
namespace Unity.MLAgents.Policies
{
///
/// The Remote Policy only works when training.
/// When training your Agents, the RemotePolicy will be controlled by Python.
///
internal class RemotePolicy : IPolicy
{
int m_AgentId;
string m_FullyQualifiedBehaviorName;
SpaceType m_SpaceType;
ActionBuffers m_LastActionBuffer;
internal ICommunicator m_Communicator;
///
public RemotePolicy(
BrainParameters brainParameters,
string fullyQualifiedBehaviorName)
{
m_FullyQualifiedBehaviorName = fullyQualifiedBehaviorName;
m_Communicator = Academy.Instance.Communicator;
m_SpaceType = brainParameters.VectorActionSpaceType;
m_Communicator.SubscribeBrain(m_FullyQualifiedBehaviorName, brainParameters);
}
///
public void RequestDecision(AgentInfo info, List sensors)
{
m_AgentId = info.episodeId;
m_Communicator?.PutObservations(m_FullyQualifiedBehaviorName, info, sensors);
}
///
public ref readonly ActionBuffers DecideAction()
{
m_Communicator?.DecideBatch();
var actions = m_Communicator?.GetActions(m_FullyQualifiedBehaviorName, m_AgentId);
if (m_SpaceType == SpaceType.Continuous)
{
m_LastActionBuffer = new ActionBuffers(actions, Array.Empty());
return ref m_LastActionBuffer;
}
m_LastActionBuffer = ActionBuffers.FromDiscreteActions(actions);
return ref m_LastActionBuffer;
}
public void Dispose()
{
}
}
}