using System;
using Unity.Barracuda;
using System.Collections.Generic;
using Unity.MLAgents.Actuators;
using Unity.MLAgents.Inference;
using Unity.MLAgents.Sensors;
namespace Unity.MLAgents.Policies
{
///
/// Where to perform inference.
///
public enum InferenceDevice
{
///
/// CPU inference
///
CPU = 0,
///
/// GPU inference
///
GPU = 1
}
///
/// The Barracuda Policy uses a Barracuda Model to make decisions at
/// every step. It uses a ModelRunner that is shared across all
/// Barracuda Policies that use the same model and inference devices.
///
internal class BarracudaPolicy : IPolicy
{
protected ModelRunner m_ModelRunner;
ActionBuffers m_LastActionBuffer;
int m_AgentId;
///
/// Sensor shapes for the associated Agents. All Agents must have the same shapes for their Sensors.
///
List m_SensorShapes;
SpaceType m_SpaceType;
///
public BarracudaPolicy(
BrainParameters brainParameters,
NNModel model,
InferenceDevice inferenceDevice)
{
var modelRunner = Academy.Instance.GetOrCreateModelRunner(model, brainParameters, inferenceDevice);
m_ModelRunner = modelRunner;
m_SpaceType = brainParameters.VectorActionSpaceType;
}
///
public void RequestDecision(AgentInfo info, List sensors)
{
m_AgentId = info.episodeId;
m_ModelRunner?.PutObservations(info, sensors);
}
///
public ref readonly ActionBuffers DecideAction()
{
m_ModelRunner?.DecideBatch();
var actions = m_ModelRunner?.GetAction(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()
{
}
}
}