Unity 机器学习代理工具包 (ML-Agents) 是一个开源项目,它使游戏和模拟能够作为训练智能代理的环境。
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using System.Collections.Generic;
using MLAgents;
using MLAgents.Policies;
using MLAgents.Sensors;
using NUnit.Framework;
using UnityEngine;
namespace MLAgentsExamples
{
/// <summary>
/// The purpose of these tests is to make sure that we can do basic operations like creating
/// an Agent and adding components from code without requiring access to internal methods.
/// The tests aren't intended to add extra test coverage (although they might) and might
/// not check any conditions.
/// </summary>
[TestFixture]
public class PublicApiValidation
{
[Test]
public void CheckSetupCameraSensorComponent()
{
var gameObject = new GameObject();
var width = 24;
var height = 16;
var sensorComponent = gameObject.AddComponent<CameraSensorComponent>();
sensorComponent.camera = Camera.main;
sensorComponent.sensorName = "camera1";
sensorComponent.width = width;
sensorComponent.height = height;
sensorComponent.grayscale = true;
// Make sure the sets actually applied
Assert.AreEqual("camera1", sensorComponent.sensorName);
Assert.AreEqual(width, sensorComponent.width);
Assert.AreEqual(height, sensorComponent.height);
Assert.IsTrue(sensorComponent.grayscale);
}
[Test]
public void CheckSetupRenderTextureSensorComponent()
{
var gameObject = new GameObject();
var sensorComponent = gameObject.AddComponent<RenderTextureSensorComponent>();
var width = 24;
var height = 16;
var texture = new RenderTexture(width, height, 0);
sensorComponent.renderTexture = texture;
sensorComponent.sensorName = "rtx1";
sensorComponent.grayscale = true;
// Make sure the sets actually applied
Assert.AreEqual("rtx1", sensorComponent.sensorName);
Assert.IsTrue(sensorComponent.grayscale);
}
[Test]
public void CheckSetupRayPerceptionSensorComponent()
{
var gameObject = new GameObject();
var sensorComponent = gameObject.AddComponent<RayPerceptionSensorComponent3D>();
sensorComponent.sensorName = "ray3d";
sensorComponent.detectableTags = new List<string> { "Player", "Respawn" };
sensorComponent.raysPerDirection = 3;
sensorComponent.maxRayDegrees = 30;
sensorComponent.sphereCastRadius = .1f;
sensorComponent.rayLayerMask = 0;
sensorComponent.observationStacks = 2;
sensorComponent.CreateSensor();
}
class PublicApiAgent : Agent
{
public int numHeuristicCalls;
public override float[] Heuristic()
{
numHeuristicCalls++;
return base.Heuristic();
}
}
// Simple SensorComponent that sets up a StackingSensor
class StackingComponent : SensorComponent
{
public SensorComponent wrappedComponent;
public int numStacks;
public override ISensor CreateSensor()
{
var wrappedSensor = wrappedComponent.CreateSensor();
return new StackingSensor(wrappedSensor, numStacks);
}
public override int[] GetObservationShape()
{
int[] shape = (int[]) wrappedComponent.GetObservationShape().Clone();
for (var i = 0; i < shape.Length; i++)
{
shape[i] *= numStacks;
}
return shape;
}
}
[Test]
public void CheckSetupAgent()
{
var gameObject = new GameObject();
var behaviorParams = gameObject.AddComponent<BehaviorParameters>();
behaviorParams.brainParameters.vectorObservationSize = 3;
behaviorParams.brainParameters.numStackedVectorObservations = 2;
behaviorParams.brainParameters.vectorActionDescriptions = new[] { "TestActionA", "TestActionB" };
behaviorParams.brainParameters.vectorActionSize = new[] { 2, 2 };
behaviorParams.brainParameters.vectorActionSpaceType = SpaceType.Discrete;
behaviorParams.behaviorName = "TestBehavior";
behaviorParams.TeamId = 42;
behaviorParams.useChildSensors = true;
var agent = gameObject.AddComponent<PublicApiAgent>();
// Make sure we can set the behavior type correctly after the agent is added
behaviorParams.behaviorType = BehaviorType.InferenceOnly;
// Can't actually create an Agent with InferenceOnly and no model, so change back
behaviorParams.behaviorType = BehaviorType.Default;
// TODO - not internal yet
// var decisionRequester = gameObject.AddComponent<DecisionRequester>();
// decisionRequester.DecisionPeriod = 2;
var sensorComponent = gameObject.AddComponent<RayPerceptionSensorComponent3D>();
sensorComponent.sensorName = "ray3d";
sensorComponent.detectableTags = new List<string> { "Player", "Respawn" };
sensorComponent.raysPerDirection = 3;
// Make a StackingSensor that wraps the RayPerceptionSensorComponent3D
// This isn't necessarily practical, just to ensure that it can be done
var wrappingSensorComponent = gameObject.AddComponent<StackingComponent>();
wrappingSensorComponent.wrappedComponent = sensorComponent;
wrappingSensorComponent.numStacks = 3;
// ISensor isn't set up yet.
Assert.IsNull(sensorComponent.raySensor);
agent.LazyInitialize();
// Make sure we can set the behavior type correctly after the agent is initialized
// (this creates a new policy).
behaviorParams.behaviorType = BehaviorType.HeuristicOnly;
// Initialization should set up the sensors
Assert.IsNotNull(sensorComponent.raySensor);
// Let's change the inference device
var otherDevice = behaviorParams.inferenceDevice == InferenceDevice.CPU ? InferenceDevice.GPU : InferenceDevice.CPU;
agent.SetModel(behaviorParams.behaviorName, behaviorParams.model, otherDevice);
agent.AddReward(1.0f);
agent.RequestAction();
agent.RequestDecision();
Academy.Instance.AutomaticSteppingEnabled = false;
Academy.Instance.EnvironmentStep();
var actions = agent.GetAction();
// default Heuristic implementation should return zero actions.
Assert.AreEqual(new[] {0.0f, 0.0f}, actions);
Assert.AreEqual(1, agent.numHeuristicCalls);
}
}
}