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137 行
4.8 KiB
137 行
4.8 KiB
using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace MLAgents
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{
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public class ActionMasker
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{
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/// When using discrete control, is the starting indices of the actions
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/// when all the branches are concatenated with each other.
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int[] m_StartingActionIndices;
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bool[] m_CurrentMask;
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readonly BrainParameters m_BrainParameters;
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public ActionMasker(BrainParameters brainParameters)
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{
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m_BrainParameters = brainParameters;
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}
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/// <summary>
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/// Modifies an action mask for discrete control agents. When used, the agent will not be
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/// able to perform the action passed as argument at the next decision. If no branch is
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/// specified, the default branch will be 0. The actionIndex or actionIndices correspond
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/// to the action the agent will be unable to perform.
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/// </summary>
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/// <param name="branch">The branch for which the actions will be masked</param>
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/// <param name="actionIndices">The indices of the masked actions</param>
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public void SetActionMask(int branch, IEnumerable<int> actionIndices)
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{
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// If the branch does not exist, raise an error
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if (branch >= m_BrainParameters.vectorActionSize.Length)
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throw new UnityAgentsException(
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"Invalid Action Masking : Branch " + branch + " does not exist.");
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var totalNumberActions = m_BrainParameters.vectorActionSize.Sum();
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// By default, the masks are null. If we want to specify a new mask, we initialize
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// the actionMasks with trues.
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if (m_CurrentMask == null)
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{
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m_CurrentMask = new bool[totalNumberActions];
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}
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// If this is the first time the masked actions are used, we generate the starting
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// indices for each branch.
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if (m_StartingActionIndices == null)
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{
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m_StartingActionIndices = Utilities.CumSum(m_BrainParameters.vectorActionSize);
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}
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// Perform the masking
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foreach (var actionIndex in actionIndices)
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{
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if (actionIndex >= m_BrainParameters.vectorActionSize[branch])
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{
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throw new UnityAgentsException(
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"Invalid Action Masking: Action Mask is too large for specified branch.");
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}
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m_CurrentMask[actionIndex + m_StartingActionIndices[branch]] = true;
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}
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}
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/// <summary>
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/// Get the current mask for an agent
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/// </summary>
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/// <returns>A mask for the agent. A boolean array of length equal to the total number of
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/// actions.</returns>
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public bool[] GetMask()
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{
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if (m_CurrentMask != null)
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{
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AssertMask();
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}
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return m_CurrentMask;
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}
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/// <summary>
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/// Makes sure that the current mask is usable.
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/// </summary>
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void AssertMask()
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{
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// Action Masks can only be used in Discrete Control.
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if (m_BrainParameters.vectorActionSpaceType != SpaceType.Discrete)
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{
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throw new UnityAgentsException(
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"Invalid Action Masking : Can only set action mask for Discrete Control.");
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}
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var numBranches = m_BrainParameters.vectorActionSize.Length;
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for (var branchIndex = 0; branchIndex < numBranches; branchIndex++)
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{
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if (AreAllActionsMasked(branchIndex))
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{
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throw new UnityAgentsException(
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"Invalid Action Masking : All the actions of branch " + branchIndex +
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" are masked.");
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}
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}
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}
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/// <summary>
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/// Resets the current mask for an agent
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/// </summary>
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public void ResetMask()
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{
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if (m_CurrentMask != null)
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{
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Array.Clear(m_CurrentMask, 0, m_CurrentMask.Length);
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}
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}
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/// <summary>
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/// Checks if all the actions in the input branch are masked
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/// </summary>
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/// <param name="branch"> The index of the branch to check</param>
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/// <returns> True if all the actions of the branch are masked</returns>
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bool AreAllActionsMasked(int branch)
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{
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if (m_CurrentMask == null)
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{
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return false;
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}
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var start = m_StartingActionIndices[branch];
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var end = m_StartingActionIndices[branch + 1];
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for (var i = start; i < end; i++)
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{
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if (!m_CurrentMask[i])
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{
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return false;
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}
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}
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return true;
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}
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}
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}
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