using System.Collections; using System.Collections.Generic; using UnityEngine; #if UNITY_EDITOR using UnityEditor; #endif /// CoreBrain which decides actions using developer-provided Decision.cs script. public class CoreBrainHeuristic : ScriptableObject, CoreBrain { [SerializeField] private bool broadcast = true; /**< Reference to the brain that uses this CoreBrainHeuristic */ public Brain brain; ExternalCommunicator coord; /**< Reference to the Decision component used to decide the actions */ public Decision decision; /// Create the reference to the brain public void SetBrain(Brain b) { brain = b; } /// Create the reference to decision public void InitializeCoreBrain(Communicator communicator) { decision = brain.gameObject.GetComponent(); if ((communicator == null) || (!broadcast)) { coord = null; } else if (communicator is ExternalCommunicator) { coord = (ExternalCommunicator)communicator; coord.SubscribeBrain(brain); } } /// Uses the Decision Component to decide that action to take public void DecideAction(Dictionary agentInfo) { if (coord!=null) { coord.GiveBrainInfo(brain, agentInfo); } if (decision == null) { throw new UnityAgentsException("The Brain is set to Heuristic, but no decision script attached to it"); } foreach (Agent agent in agentInfo.Keys) { agent.UpdateVectorAction(decision.Decide( agentInfo[agent].stackedVectorObservation, agentInfo[agent].visualObservations, agentInfo[agent].reward, agentInfo[agent].done, agentInfo[agent].memories)); } foreach (Agent agent in agentInfo.Keys) { agent.UpdateMemoriesAction(decision.MakeMemory( agentInfo[agent].stackedVectorObservation, agentInfo[agent].visualObservations, agentInfo[agent].reward, agentInfo[agent].done, agentInfo[agent].memories)); } } /// Displays an error if no decision component is attached to the brain public void OnInspector() { #if UNITY_EDITOR EditorGUILayout.LabelField("", GUI.skin.horizontalSlider); broadcast = EditorGUILayout.Toggle(new GUIContent("Broadcast", "If checked, the brain will broadcast states and actions to Python."), broadcast); if (brain.gameObject.GetComponent() == null) { EditorGUILayout.HelpBox("You need to add a 'Decision' component to this gameObject", MessageType.Error); } #endif } }