using System;
using System.Collections.Generic;
using Unity.MLAgents.SideChannels;
namespace Unity.MLAgents
{
///
/// A container for the Environment Parameters that may be modified during training.
/// The keys for those parameters are defined in the trainer configurations and the
/// the values are generated from the training process in features such as Curriculum Learning
/// and Environment Parameter Randomization.
///
/// One current assumption for all the environment parameters is that they are of type float.
///
public sealed class EnvironmentParameters
{
///
/// The side channel that is used to receive the new parameter values.
///
readonly EnvironmentParametersChannel m_Channel;
///
/// Constructor.
///
internal EnvironmentParameters()
{
m_Channel = new EnvironmentParametersChannel();
SideChannelManager.RegisterSideChannel(m_Channel);
}
///
/// Returns the parameter value for the specified key. Returns the default value provided
/// if this parameter key does not have a value. Only returns a parameter value if it is
/// of type float.
///
/// The parameter key
/// Default value for this parameter.
///
public float GetWithDefault(string key, float defaultValue)
{
return m_Channel.GetWithDefault(key, defaultValue);
}
///
/// Registers a callback action for the provided parameter key. Will overwrite any
/// existing action for that parameter. The callback will be called whenever the parameter
/// receives a value from the training process.
///
/// The parameter key
/// The callback action
public void RegisterCallback(string key, Action action)
{
m_Channel.RegisterCallback(key, action);
}
///
/// Returns a list of all the parameter keys that have received values.
///
/// List of parameter keys.
public IList Keys()
{
return m_Channel.ListParameters();
}
internal void Dispose()
{
SideChannelManager.UnregisterSideChannel(m_Channel);
}
}
}