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