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
154 行
5.7 KiB
154 行
5.7 KiB
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using MLAgents.Policies;
|
|
|
|
namespace MLAgents
|
|
{
|
|
/// <summary>
|
|
/// The DiscreteActionMasker class represents a set of masked (disallowed) actions and
|
|
/// provides utilities for setting and retrieving them.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Agents that take discrete actions can explicitly indicate that specific actions
|
|
/// are not allowed at a point in time. This enables the agent to indicate that some actions
|
|
/// may be illegal. For example, if an agent is adjacent to a wall or other obstacle
|
|
/// you could mask any actions that direct the agent to move into the blocked space.
|
|
/// </remarks>
|
|
public class DiscreteActionMasker
|
|
{
|
|
/// When using discrete control, is the starting indices of the actions
|
|
/// when all the branches are concatenated with each other.
|
|
int[] m_StartingActionIndices;
|
|
|
|
bool[] m_CurrentMask;
|
|
|
|
readonly BrainParameters m_BrainParameters;
|
|
|
|
internal DiscreteActionMasker(BrainParameters brainParameters)
|
|
{
|
|
m_BrainParameters = brainParameters;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Modifies an action mask for discrete control agents.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// When used, the agent will not be able to perform the actions passed as argument
|
|
/// at the next decision for the specified action branch. The actionIndices correspond
|
|
/// to the action options the agent will be unable to perform.
|
|
///
|
|
/// See [Agents - Actions] for more information on masking actions.
|
|
///
|
|
/// [Agents - Actions]: https://github.com/Unity-Technologies/ml-agents/blob/0.15.1/docs/Learning-Environment-Design-Agents.md#actions
|
|
/// </remarks>
|
|
/// <param name="branch">The branch for which the actions will be masked.</param>
|
|
/// <param name="actionIndices">The indices of the masked actions.</param>
|
|
public void SetMask(int branch, IEnumerable<int> actionIndices)
|
|
{
|
|
// If the branch does not exist, raise an error
|
|
if (branch >= m_BrainParameters.vectorActionSize.Length)
|
|
throw new UnityAgentsException(
|
|
"Invalid Action Masking : Branch " + branch + " does not exist.");
|
|
|
|
var totalNumberActions = m_BrainParameters.vectorActionSize.Sum();
|
|
|
|
// By default, the masks are null. If we want to specify a new mask, we initialize
|
|
// the actionMasks with trues.
|
|
if (m_CurrentMask == null)
|
|
{
|
|
m_CurrentMask = new bool[totalNumberActions];
|
|
}
|
|
|
|
// If this is the first time the masked actions are used, we generate the starting
|
|
// indices for each branch.
|
|
if (m_StartingActionIndices == null)
|
|
{
|
|
m_StartingActionIndices = Utilities.CumSum(m_BrainParameters.vectorActionSize);
|
|
}
|
|
|
|
// Perform the masking
|
|
foreach (var actionIndex in actionIndices)
|
|
{
|
|
if (actionIndex >= m_BrainParameters.vectorActionSize[branch])
|
|
{
|
|
throw new UnityAgentsException(
|
|
"Invalid Action Masking: Action Mask is too large for specified branch.");
|
|
}
|
|
m_CurrentMask[actionIndex + m_StartingActionIndices[branch]] = true;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get the current mask for an agent.
|
|
/// </summary>
|
|
/// <returns>A mask for the agent. A boolean array of length equal to the total number of
|
|
/// actions.</returns>
|
|
internal bool[] GetMask()
|
|
{
|
|
if (m_CurrentMask != null)
|
|
{
|
|
AssertMask();
|
|
}
|
|
return m_CurrentMask;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Makes sure that the current mask is usable.
|
|
/// </summary>
|
|
void AssertMask()
|
|
{
|
|
// Action Masks can only be used in Discrete Control.
|
|
if (m_BrainParameters.vectorActionSpaceType != SpaceType.Discrete)
|
|
{
|
|
throw new UnityAgentsException(
|
|
"Invalid Action Masking : Can only set action mask for Discrete Control.");
|
|
}
|
|
|
|
var numBranches = m_BrainParameters.vectorActionSize.Length;
|
|
for (var branchIndex = 0; branchIndex < numBranches; branchIndex++)
|
|
{
|
|
if (AreAllActionsMasked(branchIndex))
|
|
{
|
|
throw new UnityAgentsException(
|
|
"Invalid Action Masking : All the actions of branch " + branchIndex +
|
|
" are masked.");
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Resets the current mask for an agent.
|
|
/// </summary>
|
|
internal void ResetMask()
|
|
{
|
|
if (m_CurrentMask != null)
|
|
{
|
|
Array.Clear(m_CurrentMask, 0, m_CurrentMask.Length);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if all the actions in the input branch are masked.
|
|
/// </summary>
|
|
/// <param name="branch"> The index of the branch to check.</param>
|
|
/// <returns> True if all the actions of the branch are masked.</returns>
|
|
bool AreAllActionsMasked(int branch)
|
|
{
|
|
if (m_CurrentMask == null)
|
|
{
|
|
return false;
|
|
}
|
|
var start = m_StartingActionIndices[branch];
|
|
var end = m_StartingActionIndices[branch + 1];
|
|
for (var i = start; i < end; i++)
|
|
{
|
|
if (!m_CurrentMask[i])
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
}
|