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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114 行
5.2 KiB

using System;
using UnityEngine;
namespace Unity.MLAgents.Extensions.Sensors
{
public class CountingGridSensor : GridSensor
{
/// <inheritdoc/>
public override void InitDepthType()
{
ObservationPerCell = ChannelDepth.Length;
}
/// <summary>
/// Overrides the initialization ofthe m_ChannelHotDefaultPerceptionBuffer with 0s
/// as the counting grid sensor starts within its initialization equal to 0
/// </summary>
public override void InitChannelHotDefaultPerceptionBuffer()
{
m_ChannelHotDefaultPerceptionBuffer = new float[ObservationPerCell];
}
/// <inheritdoc/>
public override void SetParameters(string[] detectableObjects, int[] channelDepth, GridDepthType gridDepthType,
float cellScaleX, float cellScaleZ, int gridWidth, int gridHeight, int observeMaskInt, bool rotateToAgent, Color[] debugColors)
{
this.ObserveMask = observeMaskInt;
this.DetectableObjects = detectableObjects;
this.ChannelDepth = channelDepth;
if (DetectableObjects.Length != ChannelDepth.Length)
throw new UnityAgentsException("The channels of a CountingGridSensor is equal to the number of detectableObjects");
this.gridDepthType = gridDepthType;
this.CellScaleX = cellScaleX;
this.CellScaleZ = cellScaleZ;
this.GridNumSideX = gridWidth;
this.GridNumSideZ = gridHeight;
this.RotateToAgent = rotateToAgent;
this.DiffNumSideZX = (GridNumSideZ - GridNumSideX);
this.OffsetGridNumSide = (GridNumSideZ - 1f) / 2f;
this.DebugColors = debugColors;
}
/// <summary>
/// For each collider, calls LoadObjectData on the gameobejct
/// </summary>
/// <param name="foundColliders">The array of colliders</param>
/// <param name="cellIndex">The cell index the collider is in</param>
/// <param name="cellCenter">the center of the cell the collider is in</param>
protected override void ParseColliders(Collider[] foundColliders, int numFound, int cellIndex, Vector3 cellCenter)
{
GameObject currentColliderGo = null;
Vector3 closestColliderPoint = Vector3.zero;
for (int i = 0; i < numFound; i++)
{
currentColliderGo = foundColliders[i].gameObject;
// Continue if the current collider go is the root reference
if (currentColliderGo == rootReference)
continue;
closestColliderPoint = foundColliders[i].ClosestPointOnBounds(cellCenter);
LoadObjectData(currentColliderGo, cellIndex,
Vector3.Distance(closestColliderPoint, transform.position) * InverseSphereRadius);
}
}
/// <summary>
/// Throws an execption as this should not be called from the CountingGridSensor class
/// </summary>
/// <param name="currentColliderGo">The current gameobject to get data from</param>
/// <param name="typeIndex">the index of the detectable tag of this gameobject</param>
/// <param name="normalizedDistance">The normalized distance to the gridsensor</param>
/// <returns></returns>
protected override float[] GetObjectData(GameObject currentColliderGo, float typeIndex, float normalizedDistance)
{
throw new Exception("GetObjectData isn't called within the CountingGridSensor");
}
/// <summary>
/// Adds 1 to the counting index for this gameobject of this type
/// </summary>
/// <param name="currentColliderGo">the current game object</param>
/// <param name="cellIndex">the index of the cell</param>
/// <param name="normalizedDistance">the normalized distance from the gameobject to the sensor</param>
protected override void LoadObjectData(GameObject currentColliderGo, int cellIndex, float normalizedDistance)
{
for (int i = 0; i < DetectableObjects.Length; i++)
{
if (currentColliderGo != null && currentColliderGo.CompareTag(DetectableObjects[i]))
{
if (ShowGizmos)
{
Color debugRayColor = Color.white;
if (DebugColors.Length > 0)
{
debugRayColor = DebugColors[i];
}
CellActivity[cellIndex] = new Color(debugRayColor.r, debugRayColor.g, debugRayColor.b, .5f);
}
/// <remarks>
/// The observations are "channel count" so each grid is WxHxC where C is the number of tags
/// This means that each value channelValues[i] is a counter of gameobject included into grid cells where i is the index of the tag in DetectableObjects
/// </remarks>
int countIndex = cellIndex * ObservationPerCell + i;
m_PerceptionBuffer[countIndex] = Mathf.Min(1f, m_PerceptionBuffer[countIndex] + 1f / ChannelDepth[i]);
break;
}
}
}
}
}