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 UnityEngine;
using Unity.MLAgents.Analytics;
using Unity.MLAgents.CommunicatorObjects;
namespace Unity.MLAgents.SideChannels
{
public class TrainingAnalyticsSideChannel : SideChannel
{
const string k_TrainingAnalyticsConfigId = "b664a4a9-d86f-5a5f-95cb-e8353a7e8356";
/// <summary>
/// Initializes the side channel. The constructor is internal because only one instance is
/// supported at a time, and is created by the Academy.
/// </summary>
internal TrainingAnalyticsSideChannel()
{
ChannelId = new Guid(k_TrainingAnalyticsConfigId);
}
/// <inheritdoc/>
protected override void OnMessageReceived(IncomingMessage msg)
{
Google.Protobuf.WellKnownTypes.Any anyMessage = null;
try
{
anyMessage = Google.Protobuf.WellKnownTypes.Any.Parser.ParseFrom(msg.GetRawBytes());
}
catch (Google.Protobuf.InvalidProtocolBufferException)
{
// Bad message, nothing we can do about it, so just ignore.
return;
}
if (anyMessage.Is(TrainingEnvironmentInitialized.Descriptor))
{
var envInitProto = anyMessage.Unpack<TrainingEnvironmentInitialized>();
var envInitEvent = envInitProto.ToTrainingEnvironmentInitializedEvent();
TrainingAnalytics.TrainingEnvironmentInitialized(envInitEvent);
}
else if (anyMessage.Is(TrainingBehaviorInitialized.Descriptor))
{
var behaviorInitProto = anyMessage.Unpack<TrainingBehaviorInitialized>();
var behaviorTrainingEvent = behaviorInitProto.ToTrainingBehaviorInitializedEvent();
TrainingAnalytics.TrainingBehaviorInitialized(behaviorTrainingEvent);
}
// Don't do anything for unknown types, since the user probably can't do anything about it.
}
}
}