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59 行
1.6 KiB
59 行
1.6 KiB
using UnityEngine;
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using Barracuda;
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using System.Collections.Generic;
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using MLAgents.InferenceBrain;
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using System;
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namespace MLAgents
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{
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public enum InferenceDevice
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{
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CPU = 0,
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GPU = 1
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}
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/// <summary>
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/// The Barracuda Policy uses a Barracuda Model to make decisions at
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/// every step. It uses a ModelRunner that is shared accross all
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/// Barracuda Policies that use the same model and inference devices.
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/// </summary>
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internal class BarracudaPolicy : IPolicy
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{
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protected ModelRunner m_ModelRunner;
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int m_AgentId;
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/// <summary>
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/// Sensor shapes for the associated Agents. All Agents must have the same shapes for their Sensors.
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/// </summary>
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List<int[]> m_SensorShapes;
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/// <inheritdoc />
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public BarracudaPolicy(
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BrainParameters brainParameters,
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NNModel model,
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InferenceDevice inferenceDevice)
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{
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var modelRunner = Academy.Instance.GetOrCreateModelRunner(model, brainParameters, inferenceDevice);
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m_ModelRunner = modelRunner;
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}
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/// <inheritdoc />
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public void RequestDecision(AgentInfo info, List<ISensor> sensors)
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{
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m_AgentId = info.episodeId;
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m_ModelRunner?.PutObservations(info, sensors);
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}
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/// <inheritdoc />
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public float[] DecideAction()
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{
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m_ModelRunner?.DecideBatch();
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return m_ModelRunner?.GetAction(m_AgentId);
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}
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public void Dispose()
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{
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}
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}
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}
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