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 Unity.MLAgents.Sensors;
using NUnit.Framework;
using Unity.MLAgents;
using UnityEngine;
namespace Unity.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);
}
#if MLA_UNITY_PHYSICS_MODULE
[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.CreateSensors();
var sensor = sensorComponent.RaySensor;
sensor.Update();
var outputs = sensor.RayPerceptionOutput;
Assert.AreEqual(outputs.RayOutputs.Length, 2*sensorComponent.RaysPerDirection + 1);
}
#endif
/// <summary>
/// Make sure we can inherit from DecisionRequester and override some logic.
/// </summary>
class CustomDecisionRequester : DecisionRequester
{
/// <summary>
/// Example logic. If the killswitch flag is set, the Agent never requests a decision.
/// </summary>
public bool KillswitchEnabled;
public CustomDecisionRequester()
{
}
protected override bool ShouldRequestDecision(DecisionRequestContext context)
{
return !KillswitchEnabled && base.ShouldRequestDecision(context);
}
}
}
}