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265 行
9.7 KiB
265 行
9.7 KiB
using System.Collections.Generic;
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using System;
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using System.Linq;
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using MLAgents.InferenceBrain.Utils;
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namespace MLAgents.InferenceBrain
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{
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/// <summary>
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/// Reshapes a Tensor so that its first dimension becomes equal to the current batch size
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/// and initializes its content to be zeros. Will only work on 2-dimensional tensors.
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/// The second dimension of the Tensor will not be modified.
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/// </summary>
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public class BiDimensionalOutputGenerator : TensorGenerator.Generator
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{
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public void Generate(Tensor tensor, int batchSize, Dictionary<Agent, AgentInfo> agentInfo)
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{
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var shapeSecondAxis = tensor.Shape[tensor.Shape.Length - 1];
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tensor.Shape[0] = batchSize;
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if (tensor.ValueType == Tensor.TensorType.FloatingPoint)
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{
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tensor.Data = new float[batchSize, shapeSecondAxis];
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}
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else
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{
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tensor.Data = new int[batchSize, shapeSecondAxis];
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}
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}
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}
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/// <summary>
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/// Generates the Tensor corresponding to the BatchSize input : Will be a one dimensional
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/// integer array of size 1 containing the batch size.
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/// </summary>
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public class BatchSizeGenerator : TensorGenerator.Generator
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{
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public void Generate(Tensor tensor, int batchSize, Dictionary<Agent, AgentInfo> agentInfo)
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{
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tensor.Data = new int[] {batchSize};
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}
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}
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/// <summary>
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/// Generates the Tensor corresponding to the SequenceLength input : Will be a one
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/// dimensional integer array of size 1 containing 1.
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/// Note : the sequence length is always one since recurrent networks only predict for
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/// one step at the time.
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/// </summary>
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public class SequenceLengthGenerator : TensorGenerator.Generator
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{
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public void Generate(Tensor tensor, int batchSize, Dictionary<Agent, AgentInfo> agentInfo)
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{
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tensor.Shape = new long[0];
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tensor.Data = new int[] {1};
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}
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}
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/// <summary>
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/// Generates the Tensor corresponding to the VectorObservation input : Will be a two
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/// dimensional float array of dimension [batchSize x vectorObservationSize].
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/// It will use the Vector Observation data contained in the agentInfo to fill the data
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/// of the tensor.
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/// </summary>
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public class VectorObservationGenerator : TensorGenerator.Generator
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{
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public void Generate(Tensor tensor, int batchSize, Dictionary<Agent, AgentInfo> agentInfo)
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{
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tensor.Shape[0] = batchSize;
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var vecObsSizeT = tensor.Shape[tensor.Shape.Length - 1];
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var floatArray = new float[batchSize, vecObsSizeT];
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tensor.Data = floatArray;
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var agentIndex = 0;
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foreach (var agent in agentInfo.Keys)
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{
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var vectorObs = agentInfo[agent].stackedVectorObservation;
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for (var j = 0; j < vecObsSizeT; j++)
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{
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floatArray[agentIndex, j] = vectorObs[j];
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}
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agentIndex++;
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}
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}
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}
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/// <summary>
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/// Generates the Tensor corresponding to the Recurrent input : Will be a two
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/// dimensional float array of dimension [batchSize x memorySize].
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/// It will use the Memory data contained in the agentInfo to fill the data
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/// of the tensor.
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/// </summary>
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public class RecurrentInputGenerator : TensorGenerator.Generator
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{
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public void Generate(Tensor tensor, int batchSize, Dictionary<Agent, AgentInfo> agentInfo)
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{
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tensor.Shape[0] = batchSize;
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var memorySize = tensor.Shape[tensor.Shape.Length - 1];
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var floatArray = new float[batchSize, memorySize];
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tensor.Data = floatArray;
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var agentIndex = 0;
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foreach (var agent in agentInfo.Keys)
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{
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var memory = agentInfo[agent].memories;
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if (memory == null)
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{
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agentIndex++;
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continue;
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}
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for (var j = 0; j < Math.Min(memorySize, memory.Count); j++)
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{
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if (j >= memory.Count)
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{
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break;
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}
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floatArray[agentIndex, j] = memory[j];
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}
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agentIndex++;
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}
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}
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}
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public class BarracudaRecurrentInputGenerator : TensorGenerator.Generator
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{
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private bool firstHalf = true;
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public BarracudaRecurrentInputGenerator(bool firstHalf)
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{
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this.firstHalf = firstHalf;
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}
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public void Generate(Tensor tensor, int batchSize, Dictionary<Agent, AgentInfo> agentInfo)
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{
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tensor.Shape[0] = batchSize;
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var memorySize = tensor.Shape[tensor.Shape.Length - 1];
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tensor.Data = new float[batchSize, memorySize];
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var agentIndex = 0;
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foreach (var agent in agentInfo.Keys)
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{
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var memory = agentInfo[agent].memories;
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int offset = 0;
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if (!firstHalf)
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{
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offset = memory.Count - (int)memorySize;
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}
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if (memory == null)
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{
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agentIndex++;
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continue;
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}
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for (var j = 0; j < memorySize; j++)
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{
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if (j >= memory.Count)
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{
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break;
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}
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tensor.Data.SetValue(memory[j + offset], new int[2] {agentIndex, j});
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}
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agentIndex++;
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}
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}
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}
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/// <summary>
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/// Generates the Tensor corresponding to the Previous Action input : Will be a two
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/// dimensional integer array of dimension [batchSize x actionSize].
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/// It will use the previous action data contained in the agentInfo to fill the data
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/// of the tensor.
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/// </summary>
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public class PreviousActionInputGenerator : TensorGenerator.Generator
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{
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public void Generate(Tensor tensor, int batchSize, Dictionary<Agent, AgentInfo> agentInfo)
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{
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tensor.Shape[0] = batchSize;
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var actionSize = tensor.Shape[tensor.Shape.Length - 1];
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var intArray = new int[batchSize, actionSize];
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tensor.Data = intArray;
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var agentIndex = 0;
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foreach (var agent in agentInfo.Keys)
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{
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var pastAction = agentInfo[agent].storedVectorActions;
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for (var j = 0; j < actionSize; j++)
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{
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intArray[agentIndex, j] = (int) pastAction[j];
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}
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agentIndex++;
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}
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}
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}
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/// <summary>
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/// Generates the Tensor corresponding to the Action Mask input : Will be a two
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/// dimensional float array of dimension [batchSize x numActionLogits].
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/// It will use the Action Mask data contained in the agentInfo to fill the data
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/// of the tensor.
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/// </summary>
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public class ActionMaskInputGenerator : TensorGenerator.Generator
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{
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public void Generate(Tensor tensor, int batchSize, Dictionary<Agent, AgentInfo> agentInfo)
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{
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tensor.Shape[0] = batchSize;
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var maskSize = tensor.Shape[tensor.Shape.Length - 1];
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var floatArray = new float[batchSize, maskSize];
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tensor.Data = floatArray;
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var agentIndex = 0;
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foreach (var agent in agentInfo.Keys)
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{
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var maskList = agentInfo[agent].actionMasks;
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for (var j = 0; j < maskSize; j++)
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{
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var isUnmasked = (maskList != null && maskList[j]) ? 0.0f : 1.0f;
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floatArray[agentIndex, j] = isUnmasked;
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}
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agentIndex++;
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}
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}
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}
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/// <summary>
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/// Generates the Tensor corresponding to the Epsilon input : Will be a two
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/// dimensional float array of dimension [batchSize x actionSize].
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/// It will use the generate random input data from a normal Distribution.
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/// </summary>
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public class RandomNormalInputGenerator : TensorGenerator.Generator
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{
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private RandomNormal _randomNormal;
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public RandomNormalInputGenerator(int seed)
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{
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_randomNormal = new RandomNormal(seed);
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}
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public void Generate(Tensor tensor, int batchSize, Dictionary<Agent, AgentInfo> agentInfo)
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{
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tensor.Shape[0] = batchSize;
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var actionSize = tensor.Shape[tensor.Shape.Length - 1];
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tensor.Data = new float[batchSize, actionSize];
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_randomNormal.FillTensor(tensor);
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}
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}
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/// <summary>
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/// Generates the Tensor corresponding to the Visual Observation input : Will be a 4
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/// dimensional float array of dimension [batchSize x width x heigth x numChannels].
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/// It will use the Texture input data contained in the agentInfo to fill the data
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/// of the tensor.
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/// </summary>
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public class VisualObservationInputGenerator : TensorGenerator.Generator
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{
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private int _index;
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private bool _grayScale;
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public VisualObservationInputGenerator(int index, bool grayScale)
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{
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_index = index;
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_grayScale = grayScale;
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}
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public void Generate(Tensor tensor, int batchSize, Dictionary<Agent, AgentInfo> agentInfo)
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{
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var textures = agentInfo.Keys.Select(
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agent => agentInfo[agent].visualObservations[_index]).ToList();
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tensor.Data = Utilities.TextureToFloatArray(textures, _grayScale);
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}
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}
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}
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