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58 行
2.0 KiB
58 行
2.0 KiB
using Unity.MLAgents.Actuators;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace Unity.MLAgents.Extensions.Match3
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{
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/// <summary>
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/// Actuator component for a Match3 game. Generates a Match3Actuator at runtime.
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/// </summary>
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[AddComponentMenu("ML Agents/Match 3 Actuator", (int)MenuGroup.Actuators)]
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public class Match3ActuatorComponent : ActuatorComponent
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{
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/// <summary>
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/// Name of the generated Match3Actuator object.
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/// Note that changing this at runtime does not affect how the Agent sorts the actuators.
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/// </summary>
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public string ActuatorName = "Match3 Actuator";
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/// <summary>
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/// A random seed used to generate a board, if needed.
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/// </summary>
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public int RandomSeed = -1;
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/// <summary>
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/// Force using the Agent's Heuristic() method to decide the action. This should only be used in testing.
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/// </summary>
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[FormerlySerializedAs("ForceRandom")]
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[Tooltip("Force using the Agent's Heuristic() method to decide the action. This should only be used in testing.")]
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public bool ForceHeuristic;
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/// <inheritdoc/>
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#pragma warning disable 672
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public override IActuator CreateActuator()
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#pragma warning restore 672
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{
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var board = GetComponent<AbstractBoard>();
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var agent = GetComponentInParent<Agent>();
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var seed = RandomSeed == -1 ? gameObject.GetInstanceID() : RandomSeed + 1;
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return new Match3Actuator(board, ForceHeuristic, seed, agent, ActuatorName);
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}
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/// <inheritdoc/>
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public override ActionSpec ActionSpec
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{
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get
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{
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var board = GetComponent<AbstractBoard>();
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if (board == null)
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{
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return ActionSpec.MakeContinuous(0);
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}
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var numMoves = Move.NumPotentialMoves(board.Rows, board.Columns);
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return ActionSpec.MakeDiscrete(numMoves);
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}
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}
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}
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}
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