using UnityEngine; using System.Collections.Generic; using System; using Unity.MLAgents.Analytics; 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; private bool m_AnalyticsSent = false; private BrainParameters m_BrainParameters; internal ICommunicator m_Communicator; /// public RemotePolicy( BrainParameters brainParameters, string fullyQualifiedBehaviorName) { m_FullyQualifiedBehaviorName = fullyQualifiedBehaviorName; m_Communicator = Academy.Instance.Communicator; m_Communicator?.SubscribeBrain(m_FullyQualifiedBehaviorName, brainParameters); m_BrainParameters = brainParameters; } /// public void RequestDecision(AgentInfo info, List sensors) { if (!m_AnalyticsSent) { m_AnalyticsSent = true; TrainingAnalytics.RemotePolicyInitialized( m_FullyQualifiedBehaviorName, sensors, m_BrainParameters ); } m_AgentId = info.episodeId; m_Communicator?.PutObservations(m_FullyQualifiedBehaviorName, info, sensors); } /// public float[] DecideAction() { m_Communicator?.DecideBatch(); return m_Communicator?.GetActions(m_FullyQualifiedBehaviorName, m_AgentId); } public void Dispose() { } } }