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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100 行
2.8 KiB

using Barracuda;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace MLAgents
{
/// <summary>
/// The Factory to generate policies.
/// </summary>
///
[AddComponentMenu("ML Agents/Behavior Parameters", (int) MenuGroup.Default)]
public class BehaviorParameters : MonoBehaviour
{
[Serializable]
private enum BehaviorType
{
Default,
HeuristicOnly,
InferenceOnly
}
[HideInInspector]
[SerializeField]
BrainParameters m_BrainParameters = new BrainParameters();
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[SerializeField]
NNModel m_Model;
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[SerializeField]
InferenceDevice m_InferenceDevice;
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[SerializeField]
BehaviorType m_BehaviorType;
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[SerializeField]
string m_BehaviorName = "My Behavior";
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int m_TeamID = 0;
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[SerializeField]
[Tooltip("Use all Sensor components attached to child GameObjects of this Agent.")]
bool m_useChildSensors = true;
public BrainParameters brainParameters
{
get { return m_BrainParameters; }
}
public bool useChildSensors
{
get { return m_useChildSensors; }
}
public string behaviorName
{
get { return m_BehaviorName + "?team=" + m_TeamID;}
}
public IPolicy GeneratePolicy(Func<float[]> heuristic)
{
switch (m_BehaviorType)
{
case BehaviorType.HeuristicOnly:
return new HeuristicPolicy(heuristic);
case BehaviorType.InferenceOnly:
return new BarracudaPolicy(m_BrainParameters, m_Model, m_InferenceDevice);
case BehaviorType.Default:
if (Academy.Instance.IsCommunicatorOn)
{
return new RemotePolicy(m_BrainParameters, behaviorName);
}
if (m_Model != null)
{
return new BarracudaPolicy(m_BrainParameters, m_Model, m_InferenceDevice);
}
else
{
return new HeuristicPolicy(heuristic);
}
default:
return new HeuristicPolicy(heuristic);
}
}
public void GiveModel(
string behaviorName,
NNModel model,
InferenceDevice inferenceDevice = InferenceDevice.CPU)
{
m_Model = model;
m_InferenceDevice = inferenceDevice;
m_BehaviorName = behaviorName;
}
}
}