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282 行
10 KiB
282 行
10 KiB
using System.Collections.Generic;
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using Unity.MLAgents.Sensors;
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using UnityEngine;
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namespace Unity.MLAgents.Extensions.Match3
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{
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/// <summary>
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/// Delegate that provides integer values at a given (x,y) coordinate.
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/// </summary>
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/// <param name="x"></param>
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/// <param name="y"></param>
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public delegate int GridValueProvider(int x, int y);
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/// <summary>
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/// Type of observations to generate.
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///
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/// </summary>
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public enum Match3ObservationType
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{
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/// <summary>
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/// Generate a one-hot encoding of the cell type for each cell on the board. If there are special types,
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/// these will also be one-hot encoded.
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/// </summary>
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Vector,
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/// <summary>
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/// Generate a one-hot encoding of the cell type for each cell on the board, but arranged as
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/// a Rows x Columns visual observation. If there are special types, these will also be one-hot encoded.
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/// </summary>
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UncompressedVisual,
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/// <summary>
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/// Generate a one-hot encoding of the cell type for each cell on the board, but arranged as
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/// a Rows x Columns visual observation. If there are special types, these will also be one-hot encoded.
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/// During training, these will be sent as a concatenated series of PNG images, with 3 channels per image.
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/// </summary>
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CompressedVisual
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}
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/// <summary>
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/// Sensor for Match3 games. Can generate either vector, compressed visual,
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/// or uncompressed visual observations. Uses a GridValueProvider to determine the observation values.
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/// </summary>
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public class Match3Sensor : ISensor, IBuiltInSensor
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{
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private Match3ObservationType m_ObservationType;
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private ObservationSpec m_ObservationSpec;
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private string m_Name;
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private int m_Rows;
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private int m_Columns;
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private GridValueProvider m_GridValues;
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private int m_OneHotSize;
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/// <summary>
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/// Create a sensor for the GridValueProvider with the specified observation type.
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/// </summary>
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/// <remarks>
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/// Use Match3Sensor.CellTypeSensor() or Match3Sensor.SpecialTypeSensor() instead of calling
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/// the constructor directly.
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/// </remarks>
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/// <param name="board">The abstract board. This is only used to get the size.</param>
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/// <param name="gvp">The GridValueProvider, should be either board.GetCellType or board.GetSpecialType.</param>
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/// <param name="oneHotSize">The number of possible values that the GridValueProvider can return.</param>
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/// <param name="obsType">Whether to produce vector or visual observations</param>
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/// <param name="name">Name of the sensor.</param>
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public Match3Sensor(AbstractBoard board, GridValueProvider gvp, int oneHotSize, Match3ObservationType obsType, string name)
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{
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m_Name = name;
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m_Rows = board.Rows;
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m_Columns = board.Columns;
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m_GridValues = gvp;
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m_OneHotSize = oneHotSize;
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m_ObservationType = obsType;
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m_ObservationSpec = obsType == Match3ObservationType.Vector
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? ObservationSpec.Vector(m_Rows * m_Columns * oneHotSize)
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: ObservationSpec.Visual(m_Rows, m_Columns, oneHotSize);
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}
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/// <summary>
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/// Create a sensor that encodes the board cells as observations.
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/// </summary>
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/// <param name="board">The abstract board.</param>
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/// <param name="obsType">Whether to produce vector or visual observations</param>
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/// <param name="name">Name of the sensor.</param>
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/// <returns></returns>
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public static Match3Sensor CellTypeSensor(AbstractBoard board, Match3ObservationType obsType, string name)
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{
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return new Match3Sensor(board, board.GetCellType, board.NumCellTypes, obsType, name);
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}
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/// <summary>
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/// Create a sensor that encodes the cell special types as observations.
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/// </summary>
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/// <param name="board">The abstract board.</param>
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/// <param name="obsType">Whether to produce vector or visual observations</param>
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/// <param name="name">Name of the sensor.</param>
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/// <returns></returns>
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public static Match3Sensor SpecialTypeSensor(AbstractBoard board, Match3ObservationType obsType, string name)
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{
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var specialSize = board.NumSpecialTypes == 0 ? 0 : board.NumSpecialTypes + 1;
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return new Match3Sensor(board, board.GetSpecialType, specialSize, obsType, name);
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}
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/// <inheritdoc/>
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public ObservationSpec GetObservationSpec()
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{
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return m_ObservationSpec;
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}
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/// <inheritdoc/>
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public int Write(ObservationWriter writer)
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{
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// if (m_Board.Rows != m_Rows || m_Board.Columns != m_Columns || m_Board.NumCellTypes != m_NumCellTypes)
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// {
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// Debug.LogWarning(
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// $"Board shape changes since sensor initialization. This may cause unexpected results. " +
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// $"Old shape: Rows={m_Rows} Columns={m_Columns}, NumCellTypes={m_NumCellTypes} " +
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// $"Current shape: Rows={m_Board.Rows} Columns={m_Board.Columns}, NumCellTypes={m_Board.NumCellTypes}"
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// );
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// }
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if (m_ObservationType == Match3ObservationType.Vector)
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{
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int offset = 0;
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for (var r = 0; r < m_Rows; r++)
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{
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for (var c = 0; c < m_Columns; c++)
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{
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var val = m_GridValues(r, c);
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for (var i = 0; i < m_OneHotSize; i++)
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{
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writer[offset] = (i == val) ? 1.0f : 0.0f;
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offset++;
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}
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}
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}
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return offset;
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}
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else
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{
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// TODO combine loops? Only difference is inner-most statement.
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int offset = 0;
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for (var r = 0; r < m_Rows; r++)
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{
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for (var c = 0; c < m_Columns; c++)
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{
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var val = m_GridValues(r, c);
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for (var i = 0; i < m_OneHotSize; i++)
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{
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writer[r, c, i] = (i == val) ? 1.0f : 0.0f;
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offset++;
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}
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}
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}
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return offset;
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}
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}
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/// <inheritdoc/>
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public byte[] GetCompressedObservation()
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{
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var height = m_Rows;
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var width = m_Columns;
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var tempTexture = new Texture2D(width, height, TextureFormat.RGB24, false);
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var converter = new OneHotToTextureUtil(height, width);
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var bytesOut = new List<byte>();
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// Encode the cell types and special types as separate batches of PNGs
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// This is potentially wasteful, e.g. if there are 4 cell types and 1 special type, we could
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// fit in in 2 images, but we'll use 3 here (2 PNGs for the 4 cell type channels, and 1 for
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// the special types). Note that we have to also implement the sparse channel mapping.
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// Optimize this it later.
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var numCellImages = (m_OneHotSize + 2) / 3;
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for (var i = 0; i < numCellImages; i++)
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{
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converter.EncodeToTexture(m_GridValues, tempTexture, 3 * i);
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bytesOut.AddRange(tempTexture.EncodeToPNG());
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}
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DestroyTexture(tempTexture);
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return bytesOut.ToArray();
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}
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/// <inheritdoc/>
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public void Update()
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{
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}
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/// <inheritdoc/>
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public void Reset()
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{
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}
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internal SensorCompressionType GetCompressionType()
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{
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return m_ObservationType == Match3ObservationType.CompressedVisual ?
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SensorCompressionType.PNG :
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SensorCompressionType.None;
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}
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/// <inheritdoc/>
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public CompressionSpec GetCompressionSpec()
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{
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return new CompressionSpec(GetCompressionType());
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}
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/// <inheritdoc/>
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public string GetName()
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{
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return m_Name;
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}
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/// <inheritdoc/>
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public BuiltInSensorType GetBuiltInSensorType()
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{
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return BuiltInSensorType.Match3Sensor;
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}
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static void DestroyTexture(Texture2D texture)
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{
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if (Application.isEditor)
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{
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// Edit Mode tests complain if we use Destroy()
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Object.DestroyImmediate(texture);
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}
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else
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{
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Object.Destroy(texture);
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}
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}
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}
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/// <summary>
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/// Utility class for converting a 2D array of ints representing a one-hot encoding into
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/// a texture, suitable for conversion to PNGs for observations.
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/// Works by encoding 3 values at a time as pixels in the texture, thus it should be
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/// called (maxValue + 2) / 3 times, increasing the channelOffset by 3 each time.
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/// </summary>
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internal class OneHotToTextureUtil
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{
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Color[] m_Colors;
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int m_Height;
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int m_Width;
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private static Color[] s_OneHotColors = { Color.red, Color.green, Color.blue };
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public OneHotToTextureUtil(int height, int width)
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{
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m_Colors = new Color[height * width];
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m_Height = height;
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m_Width = width;
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}
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public void EncodeToTexture(GridValueProvider gridValueProvider, Texture2D texture, int channelOffset)
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{
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var i = 0;
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// There's an implicit flip converting to PNG from texture, so make sure we
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// counteract that when forming the texture by iterating through h in reverse.
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for (var h = m_Height - 1; h >= 0; h--)
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{
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for (var w = 0; w < m_Width; w++)
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{
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int oneHotValue = gridValueProvider(h, w);
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if (oneHotValue < channelOffset || oneHotValue >= channelOffset + 3)
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{
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m_Colors[i++] = Color.black;
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}
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else
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{
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m_Colors[i++] = s_OneHotColors[oneHotValue - channelOffset];
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}
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}
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}
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texture.SetPixels(m_Colors);
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}
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}
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}
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