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168 行
6.1 KiB
168 行
6.1 KiB
using System;
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using System.Collections.Generic;
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using Unity.MLAgents.Actuators;
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using Unity.MLAgents.Policies;
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using Unity.MLAgents.Sensors;
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namespace Unity.MLAgents
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{
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internal struct CommunicatorInitParameters
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{
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/// <summary>
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/// Port to listen for connections on.
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/// </summary>
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public int port;
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/// <summary>
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/// The name of the environment.
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/// </summary>
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public string name;
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/// <summary>
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/// The version of the Unity SDK.
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/// </summary>
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public string unityPackageVersion;
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/// <summary>
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/// The version of the communication API.
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/// </summary>
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public string unityCommunicationVersion;
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/// <summary>
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/// The RL capabilities of the C# codebase.
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/// </summary>
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public UnityRLCapabilities CSharpCapabilities;
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}
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internal struct UnityRLInitParameters
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{
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/// <summary>
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/// A random number generator (RNG) seed sent from the python process to Unity.
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/// </summary>
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public int seed;
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/// <summary>
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/// The library version of the python process.
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/// </summary>
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public string pythonLibraryVersion;
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/// <summary>
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/// The version of the communication API that python is using.
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/// </summary>
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public string pythonCommunicationVersion;
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/// <summary>
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/// The RL capabilities of the Trainer codebase.
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/// </summary>
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public UnityRLCapabilities TrainerCapabilities;
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}
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internal struct UnityRLInputParameters
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{
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/// <summary>
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/// Boolean sent back from python to indicate whether or not training is happening.
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/// </summary>
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public bool isTraining;
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}
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/// <summary>
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/// Delegate for handling quit events sent back from the communicator.
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/// </summary>
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internal delegate void QuitCommandHandler();
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/// <summary>
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/// Delegate for handling reset parameter updates sent from the communicator.
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/// </summary>
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internal delegate void ResetCommandHandler();
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/// <summary>
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/// Delegate to handle UnityRLInputParameters updates from the communicator.
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/// </summary>
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/// <param name="inputParams"></param>
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internal delegate void RLInputReceivedHandler(UnityRLInputParameters inputParams);
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/**
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This is the interface of the Communicators.
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This does not need to be modified nor implemented to create a Unity environment.
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When the Unity Communicator is initialized, it will wait for the External Communicator
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to be initialized as well. The two communicators will then exchange their first messages
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that will usually contain information for initialization (information that does not need
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to be resent at each new exchange).
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By convention a Unity input is from External to Unity and a Unity output is from Unity to
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External. Inputs and outputs are relative to Unity.
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By convention, when the Unity Communicator and External Communicator call exchange, the
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exchange is NOT simultaneous but sequential. This means that when a side of the
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communication calls exchange, the other will receive the result of its previous
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exchange call.
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This is what happens when A calls exchange a single time:
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A sends data_1 to B -> B receives data_1 -> B generates and sends data_2 -> A receives data_2
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When A calls exchange, it sends data_1 and receives data_2
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Since the messages are sent back and forth with exchange and simultaneously when calling
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initialize, External sends two messages at initialization.
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The structure of the messages is as follows:
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UnityMessage
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...Header
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...UnityOutput
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......UnityRLOutput
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......UnityRLInitializationOutput
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...UnityInput
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......UnityRLInput
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......UnityRLInitializationInput
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UnityOutput and UnityInput can be extended to provide functionalities beyond RL
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UnityRLOutput and UnityRLInput can be extended to provide new RL functionalities
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*/
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internal interface ICommunicator : IDisposable
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{
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/// <summary>
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/// Quit was received by the communicator.
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/// </summary>
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event QuitCommandHandler QuitCommandReceived;
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/// <summary>
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/// Reset command sent back from the communicator.
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/// </summary>
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event ResetCommandHandler ResetCommandReceived;
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/// <summary>
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/// Sends the academy parameters through the Communicator.
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/// Is used by the academy to send the AcademyParameters to the communicator.
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/// </summary>
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/// <returns>The External Initialization Parameters received.</returns>
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/// <param name="initParameters">The Unity Initialization Parameters to be sent.</param>
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UnityRLInitParameters Initialize(CommunicatorInitParameters initParameters);
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/// <summary>
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/// Registers a new Brain to the Communicator.
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/// </summary>
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/// <param name="name">The name or key uniquely identifying the Brain.</param>
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/// <param name="actionSpec"> Description of the action spaces for the Agent.</param>
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void SubscribeBrain(string name, ActionSpec actionSpec);
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/// <summary>
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/// Sends the observations of one Agent.
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/// </summary>
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/// <param name="brainKey">Batch Key.</param>
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/// <param name="info">Agent info.</param>
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/// <param name="sensors">The list of ISensors of the Agent.</param>
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void PutObservations(string brainKey, AgentInfo info, List<ISensor> sensors);
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/// <summary>
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/// Signals the ICommunicator that the Agents are now ready to receive their action
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/// and that if the communicator has not yet received an action for one of the Agents
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/// it needs to get one at this point.
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/// </summary>
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void DecideBatch();
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/// <summary>
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/// Gets the AgentActions based on the batching key.
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/// </summary>
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/// <param name="key">A key to identify which behavior actions to get.</param>
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/// <param name="agentId">A key to identify which Agent actions to get.</param>
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/// <returns></returns>
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float[] GetActions(string key, int agentId);
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}
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}
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