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;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using Barracuda;
using UnityEngine;
namespace MLAgents.InferenceBrain
{
/// <summary>
/// Tensor - A class to encapsulate a Tensor used for inference.
///
/// This class contains the Array that holds the data array, the shapes, type and the placeholder in the
/// execution graph. All the fields are editable in the inspector, allowing the user to specify everything
/// but the data in a graphical way.
/// </summary>
[System.Serializable]
public class TensorProxy
{
public enum TensorType
{
Integer,
FloatingPoint
};
private static Dictionary<TensorType, Type> m_typeMap = new Dictionary<TensorType, Type>()
{
{ TensorType.FloatingPoint, typeof(float)},
{TensorType.Integer, typeof(int)}
};
public string Name;
public TensorType ValueType;
// Since Type is not serializable, we use the DisplayType for the Inspector
public Type DataType
{
get { return m_typeMap[ValueType]; }
}
public long[] Shape;
public Tensor Data;
}
public class TensorUtils
{
public static void ResizeTensor(TensorProxy tensor, int batch, ITensorAllocator allocator)
{
if (tensor.Shape[0] == batch &&
tensor.Data != null && tensor.Data.batch == batch)
return;
tensor.Data?.Dispose();
tensor.Shape[0] = batch;
if (tensor.Shape.Length == 4)
tensor.Data = allocator.Alloc(new TensorShape(batch, (int)tensor.Shape[1], (int)tensor.Shape[2], (int)tensor.Shape[3]));
else
tensor.Data = allocator.Alloc(new TensorShape(batch, (int)tensor.Shape[tensor.Shape.Length - 1]));
}
public static Array BarracudaToFloatArray(Tensor tensor)
{
Array res;
if (tensor.height == 1 && tensor.width == 1)
res = new float[tensor.batch, tensor.channels];
else
res = new float[tensor.batch, tensor.height, tensor.width, tensor.channels];
Buffer.BlockCopy(tensor.readonlyArray, 0, res, 0, tensor.length * Marshal.SizeOf<float>());
return res;
}
public static Array BarracudaToIntArray(Tensor tensor)
{
if (tensor.height == 1 && tensor.width == 1)
{
var res = new int[tensor.batch, tensor.channels];
for (int b = 0; b < tensor.batch; b++)
for (int c = 0; c < tensor.channels; c++)
{
res[b, c] = (int)tensor[b, c];
}
return res;
}
else
{
var res = new int[tensor.batch, tensor.height, tensor.width, tensor.channels];
for (int b = 0; b < tensor.batch; b++)
for (int y = 0; y < tensor.height; y++)
for (int x = 0; x < tensor.width; x++)
for (int c = 0; c < tensor.channels; c++)
{
res[b, y, x, c] = (int)tensor[b, y, x, c];
}
return res;
}
}
public static Tensor ArrayToBarracuda(Array array)
{
Tensor res;
if (array.Rank == 2)
res = new Tensor(array.GetLength(0), array.GetLength(1));
else
res = new Tensor(array.GetLength(0), array.GetLength(1), array.GetLength(2), array.GetLength(3));
int offset = 0;
var barracudaArray = res.data != null ? res.tensorOnDevice.SharedAccess(out offset) : null;
Buffer.BlockCopy(array, 0, barracudaArray, offset, res.length * Marshal.SizeOf<float>());
return res;
}
internal static long[] TensorShapeFromBarracuda(TensorShape src)
{
if (src.height == 1 && src.width == 1)
return new long[2] {src.batch, src.channels};
return new long[4] {src.batch, src.height, src.width, src.channels};
}
public static TensorProxy TensorProxyFromBarracuda(Tensor src, string nameOverride = null)
{
var shape = TensorShapeFromBarracuda(src.shape);
return new TensorProxy
{
Name = nameOverride ?? src.name,
ValueType = TensorProxy.TensorType.FloatingPoint,
Shape = shape,
Data = src
};
}
}
}