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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164 行
5.4 KiB

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
/// CoreBrain which decides actions using Player input.
public class CoreBrainPlayer : ScriptableObject, CoreBrain
{
[SerializeField]
private bool broadcast = true;
[System.Serializable]
private struct DiscretePlayerAction
{
public KeyCode key;
public int value;
}
[System.Serializable]
private struct ContinuousPlayerAction
{
public KeyCode key;
public int index;
public float value;
}
ExternalCommunicator coord;
[SerializeField]
[Tooltip("The list of keys and the value they correspond to for continuous control.")]
/// Contains the mapping from input to continuous actions
private ContinuousPlayerAction[] continuousPlayerActions;
[SerializeField]
[Tooltip("The list of keys and the value they correspond to for discrete control.")]
/// Contains the mapping from input to discrete actions
private DiscretePlayerAction[] discretePlayerActions;
[SerializeField]
private int defaultAction = 0;
/// Reference to the brain that uses this CoreBrainPlayer
public Brain brain;
/// Create the reference to the brain
public void SetBrain(Brain b)
{
brain = b;
}
/// Nothing to implement
public void InitializeCoreBrain()
{
if ((brain.gameObject.transform.parent.gameObject.GetComponent<Academy>().communicator == null)
|| (!broadcast))
{
coord = null;
}
else if (brain.gameObject.transform.parent.gameObject.GetComponent<Academy>().communicator is ExternalCommunicator)
{
coord = (ExternalCommunicator)brain.gameObject.transform.parent.gameObject.GetComponent<Academy>().communicator;
coord.SubscribeBrain(brain);
}
}
/// Uses the continuous inputs or dicrete inputs of the player to
/// decide action
public void DecideAction()
{
if (brain.brainParameters.actionSpaceType == StateType.continuous)
{
var action = new float[brain.brainParameters.actionSize];
foreach (ContinuousPlayerAction cha in continuousPlayerActions)
{
if (Input.GetKey(cha.key))
{
action[cha.index] = cha.value;
}
}
var actions = new Dictionary<int, float[]>();
foreach (KeyValuePair<int, Agent> idAgent in brain.agents)
{
actions.Add(idAgent.Key, action);
}
brain.SendActions(actions);
}
else
{
var action = new float[1] { defaultAction };
foreach (DiscretePlayerAction dha in discretePlayerActions)
{
if (Input.GetKey(dha.key))
{
action[0] = (float)dha.value;
break;
}
}
var actions = new Dictionary<int, float[]>();
foreach (KeyValuePair<int, Agent> idAgent in brain.agents)
{
actions.Add(idAgent.Key, action);
}
brain.SendActions(actions);
}
}
/// Nothing to implement, the Player does not use the state to make
/// decisions
public void SendState()
{
if (coord != null)
{
coord.giveBrainInfo(brain);
}
else
{
//The states are collected in order to debug the CollectStates method.
brain.CollectStates();
}
}
/// Displays continuous or discrete input mapping in the inspector
public void OnInspector()
{
#if UNITY_EDITOR
EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
broadcast = EditorGUILayout.Toggle(new GUIContent("Broadcast",
"If checked, the brain will broadcast states and actions to Python."), broadcast);
var serializedBrain = new SerializedObject(this);
if (brain.brainParameters.actionSpaceType == StateType.continuous)
{
GUILayout.Label("Edit the continuous inputs for you actions", EditorStyles.boldLabel);
var chas = serializedBrain.FindProperty("continuousPlayerActions");
serializedBrain.Update();
EditorGUILayout.PropertyField(chas, true);
serializedBrain.ApplyModifiedProperties();
if (continuousPlayerActions == null)
{
continuousPlayerActions = new ContinuousPlayerAction[0];
}
foreach (ContinuousPlayerAction cha in continuousPlayerActions)
{
if (cha.index >= brain.brainParameters.actionSize)
{
EditorGUILayout.HelpBox(string.Format("Key {0} is assigned to index {1} but the action size is only of size {2}"
, cha.key.ToString(), cha.index.ToString(), brain.brainParameters.actionSize.ToString()), MessageType.Error);
}
}
}
else
{
GUILayout.Label("Edit the discrete inputs for you actions", EditorStyles.boldLabel);
defaultAction = EditorGUILayout.IntField("Default Action", defaultAction);
var dhas = serializedBrain.FindProperty("discretePlayerActions");
serializedBrain.Update();
EditorGUILayout.PropertyField(dhas, true);
serializedBrain.ApplyModifiedProperties();
}
#endif
}
}