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。
您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 
 
 

161 行
5.6 KiB

using System;
using Unity.MLAgents.Sensors;
namespace Unity.MLAgents.Extensions.Sensors
{
/// <summary>
/// Settings that define the observations generated for physics-based sensors.
/// </summary>
[Serializable]
public struct PhysicsSensorSettings
{
/// <summary>
/// Whether to use model space (relative to the root body) translations as observations.
/// </summary>
public bool UseModelSpaceTranslations;
/// <summary>
/// Whether to use model space (relative to the root body) rotations as observations.
/// </summary>
public bool UseModelSpaceRotations;
/// <summary>
/// Whether to use local space (relative to the parent body) translations as observations.
/// </summary>
public bool UseLocalSpaceTranslations;
/// <summary>
/// Whether to use local space (relative to the parent body) translations as observations.
/// </summary>
public bool UseLocalSpaceRotations;
/// <summary>
/// Whether to use model space (relative to the root body) linear velocities as observations.
/// </summary>
public bool UseModelSpaceLinearVelocity;
/// <summary>
/// Whether to use local space (relative to the parent body) linear velocities as observations.
/// </summary>
public bool UseLocalSpaceLinearVelocity;
/// <summary>
/// Creates a PhysicsSensorSettings with reasonable default values.
/// </summary>
/// <returns></returns>
public static PhysicsSensorSettings Default()
{
return new PhysicsSensorSettings
{
UseModelSpaceTranslations = true,
UseModelSpaceRotations = true,
};
}
/// <summary>
/// Whether any model space observations are being used.
/// </summary>
public bool UseModelSpace
{
get { return UseModelSpaceTranslations || UseModelSpaceRotations || UseModelSpaceLinearVelocity; }
}
/// <summary>
/// Whether any local space observations are being used.
/// </summary>
public bool UseLocalSpace
{
get { return UseLocalSpaceTranslations || UseLocalSpaceRotations || UseLocalSpaceLinearVelocity; }
}
/// <summary>
/// The number of floats needed to represent a given number of transforms.
/// </summary>
/// <param name="numTransforms"></param>
/// <returns></returns>
public int TransformSize(int numTransforms)
{
int obsPerTransform = 0;
obsPerTransform += UseModelSpaceTranslations ? 3 : 0;
obsPerTransform += UseModelSpaceRotations ? 4 : 0;
obsPerTransform += UseLocalSpaceTranslations ? 3 : 0;
obsPerTransform += UseLocalSpaceRotations ? 4 : 0;
obsPerTransform += UseModelSpaceLinearVelocity ? 3 : 0;
obsPerTransform += UseLocalSpaceLinearVelocity ? 3 : 0;
return numTransforms * obsPerTransform;
}
}
internal static class ObservationWriterPhysicsExtensions
{
/// <summary>
/// Utility method for writing a PoseExtractor to an ObservationWriter.
/// </summary>
/// <param name="writer"></param>
/// <param name="settings"></param>
/// <param name="poseExtractor"></param>
/// <param name="baseOffset">The offset into the ObservationWriter to start writing at.</param>
/// <returns>The number of observations written.</returns>
public static int WritePoses(this ObservationWriter writer, PhysicsSensorSettings settings, PoseExtractor poseExtractor, int baseOffset = 0)
{
var offset = baseOffset;
if (settings.UseModelSpace)
{
var poses = poseExtractor.ModelSpacePoses;
var vels = poseExtractor.ModelSpaceVelocities;
for(var i=0; i<poseExtractor.NumPoses; i++)
{
var pose = poses[i];
if(settings.UseModelSpaceTranslations)
{
writer.Add(pose.position, offset);
offset += 3;
}
if (settings.UseModelSpaceRotations)
{
writer.Add(pose.rotation, offset);
offset += 4;
}
if (settings.UseModelSpaceLinearVelocity)
{
writer.Add(vels[i], offset);
offset += 3;
}
}
}
if (settings.UseLocalSpace)
{
var poses = poseExtractor.LocalSpacePoses;
var vels = poseExtractor.LocalSpaceVelocities;
for(var i=0; i<poseExtractor.NumPoses; i++)
{
var pose = poses[i];
if(settings.UseLocalSpaceTranslations)
{
writer.Add(pose.position, offset);
offset += 3;
}
if (settings.UseLocalSpaceRotations)
{
writer.Add(pose.rotation, offset);
offset += 4;
}
if (settings.UseLocalSpaceLinearVelocity)
{
writer.Add(vels[i], offset);
offset += 3;
}
}
}
return offset - baseOffset;
}
}
}