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99 行
2.5 KiB
99 行
2.5 KiB
using System;
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using Unity.MLAgents.Actuators;
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using UnityEngine;
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namespace Unity.MLAgentsExamples
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{
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/// <summary>
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/// A simple example of a ActuatorComponent.
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/// This should be added to the same GameObject as the BasicController
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/// </summary>
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public class BasicActuatorComponent : ActuatorComponent
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{
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public BasicController basicController;
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ActionSpec m_ActionSpec = ActionSpec.MakeDiscrete(3);
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/// <summary>
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/// Creates a BasicActuator.
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/// </summary>
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/// <returns></returns>
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public override IActuator[] CreateActuators()
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{
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return new IActuator[] { new BasicActuator(basicController) };
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}
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public override ActionSpec ActionSpec
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{
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get { return m_ActionSpec; }
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}
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}
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/// <summary>
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/// Simple actuator that converts the action into a {-1, 0, 1} direction
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/// </summary>
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public class BasicActuator : IActuator, IHeuristicProvider
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{
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public BasicController basicController;
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ActionSpec m_ActionSpec;
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public BasicActuator(BasicController controller)
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{
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basicController = controller;
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m_ActionSpec = ActionSpec.MakeDiscrete(3);
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}
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public ActionSpec ActionSpec
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{
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get { return m_ActionSpec; }
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}
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/// <inheritdoc/>
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public String Name
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{
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get { return "Basic"; }
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}
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public void ResetData()
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{
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}
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public void OnActionReceived(ActionBuffers actionBuffers)
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{
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var movement = actionBuffers.DiscreteActions[0];
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var direction = 0;
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switch (movement)
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{
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case 1:
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direction = -1;
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break;
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case 2:
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direction = 1;
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break;
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}
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basicController.MoveDirection(direction);
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}
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public void Heuristic(in ActionBuffers actionBuffersOut)
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{
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var direction = Input.GetAxis("Horizontal");
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var discreteActions = actionBuffersOut.DiscreteActions;
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if (Mathf.Approximately(direction, 0.0f))
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{
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discreteActions[0] = 0;
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return;
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}
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var sign = Math.Sign(direction);
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discreteActions[0] = sign < 0 ? 1 : 2;
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}
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public void WriteDiscreteActionMask(IDiscreteActionMask actionMask)
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{
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}
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}
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}
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