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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using System;
using System.Collections.Generic;
using UnityEngine;
using NUnit.Framework;
using Unity.MLAgents.Extensions.Match3;
namespace Unity.MLAgents.Extensions.Tests.Match3
{
internal class StringBoard : AbstractBoard
{
private string[] m_Board;
private string[] m_Special;
/// <summary>
/// Convert a string like "000\n010\n000" to a board representation
/// Row 0 is considered the bottom row
/// </summary>
/// <param name="newBoard"></param>
public void SetBoard(string newBoard)
{
m_Board = newBoard.Split((char[])null, StringSplitOptions.RemoveEmptyEntries);
Rows = m_Board.Length;
Columns = m_Board[0].Length;
NumCellTypes = 0;
for (var r = 0; r < Rows; r++)
{
for (var c = 0; c < Columns; c++)
{
NumCellTypes = Mathf.Max(NumCellTypes, 1 + GetCellType(r, c));
}
}
}
public void SetSpecial(string newSpecial)
{
m_Special = newSpecial.Split((char[])null, StringSplitOptions.RemoveEmptyEntries);
Debug.Assert(Rows == m_Special.Length);
Debug.Assert(Columns == m_Special[0].Length);
NumSpecialTypes = 0;
for (var r = 0; r < Rows; r++)
{
for (var c = 0; c < Columns; c++)
{
NumSpecialTypes = Mathf.Max(NumSpecialTypes, GetSpecialType(r, c));
}
}
}
public override bool MakeMove(Move m)
{
return true;
}
public override bool IsMoveValid(Move m)
{
return SimpleIsMoveValid(m);
}
public override int GetCellType(int row, int col)
{
var character = m_Board[m_Board.Length - 1 - row][col];
return (character - '0');
}
public override int GetSpecialType(int row, int col)
{
var character = m_Special[m_Board.Length - 1 - row][col];
return (character - '0');
}
}
public class AbstractBoardTests
{
[Test]
public void TestBoardInit()
{
var boardString =
@"000
000
010";
var gameObj = new GameObject("board");
var board = gameObj.AddComponent<StringBoard>();
board.SetBoard(boardString);
Assert.AreEqual(3, board.Rows);
Assert.AreEqual(3, board.Columns);
Assert.AreEqual(2, board.NumCellTypes);
for (var r = 0; r < 3; r++)
{
for (var c = 0; c < 3; c++)
{
var expected = (r == 0 && c == 1) ? 1 : 0;
Assert.AreEqual(expected, board.GetCellType(r, c));
}
}
}
[Test]
public void TestCheckValidMoves()
{
var gameObj = new GameObject("board");
var board = gameObj.AddComponent<StringBoard>();
var boardString =
@"0105
1024
0203
2022";
board.SetBoard(boardString);
var validMoves = new[]
{
Move.FromPositionAndDirection(2, 1, Direction.Up, board.Rows, board.Columns), // equivalent to (3, 1, Down)
Move.FromPositionAndDirection(2, 1, Direction.Left, board.Rows, board.Columns), // equivalent to (2, 0, Right)
Move.FromPositionAndDirection(2, 1, Direction.Down, board.Rows, board.Columns), // equivalent to (1, 1, Up)
Move.FromPositionAndDirection(2, 1, Direction.Right, board.Rows, board.Columns),
Move.FromPositionAndDirection(1, 1, Direction.Down, board.Rows, board.Columns),
Move.FromPositionAndDirection(1, 1, Direction.Left, board.Rows, board.Columns),
Move.FromPositionAndDirection(1, 1, Direction.Right, board.Rows, board.Columns),
Move.FromPositionAndDirection(0, 1, Direction.Left, board.Rows, board.Columns),
};
foreach (var m in validMoves)
{
Assert.IsTrue(board.IsMoveValid(m));
}
// Run through all moves and make sure those are the only valid ones
HashSet<int> validIndices = new HashSet<int>();
foreach (var m in validMoves)
{
validIndices.Add(m.MoveIndex);
}
foreach (var move in board.AllMoves())
{
var expected = validIndices.Contains(move.MoveIndex);
Assert.AreEqual(expected, board.IsMoveValid(move), $"({move.Row}, {move.Column}, {move.Direction})");
}
HashSet<int> validIndicesFromIterator = new HashSet<int>();
foreach (var move in board.ValidMoves())
{
validIndicesFromIterator.Add(move.MoveIndex);
}
Assert.IsTrue(validIndices.SetEquals(validIndicesFromIterator));
}
}
}