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138 行
4.9 KiB
138 行
4.9 KiB
using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace MLAgents
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{
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public class ActionMasker
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{
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/// When using discrete control, is the starting indices of the actions
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/// when all the branches are concatenated with each other.
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private int[] _startingActionIndices;
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private bool[] _currentMask;
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private readonly BrainParameters _brainParameters;
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public ActionMasker(BrainParameters brainParameters)
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{
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this._brainParameters = brainParameters;
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}
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/// <summary>
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/// Modifies an action mask for discrete control agents. When used, the agent will not be
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/// able to perform the action passed as argument at the next decision. If no branch is
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/// specified, the default branch will be 0. The actionIndex or actionIndices correspond
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/// to the action the agent will be unable to perform.
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/// </summary>
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/// <param name="branch">The branch for which the actions will be masked</param>
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/// <param name="actionIndices">The indices of the masked actions</param>
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public void SetActionMask(int branch, IEnumerable<int> actionIndices)
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{
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// If the branch does not exist, raise an error
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if (branch >= _brainParameters.vectorActionSize.Length )
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throw new UnityAgentsException(
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"Invalid Action Masking : Branch "+branch+" does not exist.");
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int totalNumberActions = _brainParameters.vectorActionSize.Sum();
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// By default, the masks are null. If we want to specify a new mask, we initialize
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// the actionMasks with trues.
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if (_currentMask == null)
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{
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_currentMask = new bool[totalNumberActions];
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}
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// If this is the first time the masked actions are used, we generate the starting
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// indices for each branch.
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if (_startingActionIndices == null)
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{
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_startingActionIndices = Utilities.CumSum(_brainParameters.vectorActionSize);
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}
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// Perform the masking
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foreach (var actionIndex in actionIndices)
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{
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if (actionIndex >= _brainParameters.vectorActionSize[branch])
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{
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throw new UnityAgentsException(
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"Invalid Action Masking: Action Mask is too large for specified branch.");
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}
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_currentMask[actionIndex + _startingActionIndices[branch]] = true;
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}
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}
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/// <summary>
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/// Get the current mask for an agent
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/// </summary>
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/// <returns>A mask for the agent. A boolean array of length equal to the total number of
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/// actions.</returns>
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public bool[] GetMask()
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{
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if (_currentMask != null)
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{
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AssertMask();
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}
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return _currentMask;
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}
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/// <summary>
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/// Makes sure that the current mask is usable.
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/// </summary>
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private void AssertMask()
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{
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// Action Masks can only be used in Discrete Control.
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if (_brainParameters.vectorActionSpaceType != SpaceType.discrete)
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{
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throw new UnityAgentsException(
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"Invalid Action Masking : Can only set action mask for Discrete Control.");
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}
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var numBranches = _brainParameters.vectorActionSize.Length;
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for (var branchIndex = 0 ; branchIndex < numBranches; branchIndex++ )
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{
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if (AreAllActionsMasked(branchIndex))
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{
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throw new UnityAgentsException(
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"Invalid Action Masking : All the actions of branch " + branchIndex +
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" are masked.");
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}
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}
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}
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/// <summary>
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/// Resets the current mask for an agent
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/// </summary>
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public void ResetMask()
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{
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if (_currentMask != null)
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{
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Array.Clear(_currentMask, 0, _currentMask.Length);
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}
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}
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/// <summary>
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/// Checks if all the actions in the input branch are masked
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/// </summary>
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/// <param name="branch"> The index of the branch to check</param>
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/// <returns> True if all the actions of the branch are masked</returns>
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private bool AreAllActionsMasked(int branch)
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{
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if (_currentMask == null)
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{
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return false;
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}
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var start = _startingActionIndices[branch];
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var end = _startingActionIndices[branch + 1];
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for (var i = start; i < end; i++)
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{
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if (!_currentMask[i])
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{
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return false;
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}
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}
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return true;
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}
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}
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}
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