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143 行
5.3 KiB
143 行
5.3 KiB
using System;
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using System.Linq;
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using System.Collections.Generic;
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namespace Unity.MLAgents
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{
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/// <summary>
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/// A basic class implementation of MultiAgentGroup.
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/// </summary>
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public class SimpleMultiAgentGroup : IMultiAgentGroup, IDisposable
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{
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readonly int m_Id = MultiAgentGroupIdCounter.GetGroupId();
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HashSet<Agent> m_Agents = new HashSet<Agent>();
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public virtual void Dispose()
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{
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while (m_Agents.Count > 0)
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{
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UnregisterAgent(m_Agents.First());
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}
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}
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/// <inheritdoc />
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public virtual void RegisterAgent(Agent agent)
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{
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if (!m_Agents.Contains(agent))
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{
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agent.SetMultiAgentGroup(this);
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m_Agents.Add(agent);
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agent.OnAgentDisabled += UnregisterAgent;
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}
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}
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/// <inheritdoc />
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public virtual void UnregisterAgent(Agent agent)
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{
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if (m_Agents.Contains(agent))
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{
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agent.SetMultiAgentGroup(null);
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m_Agents.Remove(agent);
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agent.OnAgentDisabled -= UnregisterAgent;
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}
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}
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/// <inheritdoc />
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public int GetId()
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{
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return m_Id;
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}
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/// <summary>
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/// Get list of all agents currently registered to this MultiAgentGroup.
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/// </summary>
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/// <returns>
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/// List of agents registered to the MultiAgentGroup.
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/// </returns>
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public IReadOnlyCollection<Agent> GetRegisteredAgents()
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{
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return (IReadOnlyCollection<Agent>)m_Agents;
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}
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/// <summary>
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/// Increments the group rewards for all agents in this MultiAgentGroup.
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/// </summary>
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/// <remarks>
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/// This function increases or decreases the group rewards by a given amount for all agents
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/// in the group. Use <see cref="SetGroupReward(float)"/> to set the group reward assigned
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/// to the current step with a specific value rather than increasing or decreasing it.
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///
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/// A positive group reward indicates the whole group's accomplishments or desired behaviors.
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/// Every agent in the group will receive the same group reward no matter whether the
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/// agent's act directly leads to the reward. Group rewards are meant to reinforce agents
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/// to act in the group's best interest instead of individual ones.
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/// Group rewards are treated differently than individual agent rewards during training, so
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/// calling AddGroupReward() is not equivalent to calling agent.AddReward() on each agent in the group.
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/// </remarks>
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/// <param name="reward">Incremental group reward value.</param>
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public void AddGroupReward(float reward)
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{
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foreach (var agent in m_Agents)
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{
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agent.AddGroupReward(reward);
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}
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}
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/// <summary>
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/// Set the group rewards for all agents in this MultiAgentGroup.
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/// </summary>
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/// <remarks>
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/// This function replaces any group rewards given during the current step for all agents in the group.
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/// Use <see cref="AddGroupReward(float)"/> to incrementally change the group reward rather than
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/// overriding it.
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///
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/// A positive group reward indicates the whole group's accomplishments or desired behaviors.
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/// Every agent in the group will receive the same group reward no matter whether the
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/// agent's act directly leads to the reward. Group rewards are meant to reinforce agents
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/// to act in the group's best interest instead of indivisual ones.
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/// Group rewards are treated differently than individual agent rewards during training, so
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/// calling SetGroupReward() is not equivalent to calling agent.SetReward() on each agent in the group.
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/// </remarks>
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/// <param name="reward">The new value of the group reward.</param>
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public void SetGroupReward(float reward)
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{
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foreach (var agent in m_Agents)
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{
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agent.SetGroupReward(reward);
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}
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}
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/// <summary>
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/// End episodes for all agents in this MultiAgentGroup.
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/// </summary>
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/// <remarks>
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/// This should be used when the episode can no longer continue, such as when the group
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/// reaches the goal or fails at the task.
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/// </remarks>
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public void EndGroupEpisode()
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{
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foreach (var agent in m_Agents)
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{
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agent.EndEpisode();
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}
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}
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/// <summary>
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/// Indicate that the episode is over but not due to the "fault" of the group.
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/// This has the same end result as calling <see cref="EndGroupEpisode"/>, but has a
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/// slightly different effect on training.
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/// </summary>
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/// <remarks>
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/// This should be used when the episode could continue, but has gone on for
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/// a sufficient number of steps, such as if the environment hits some maximum number of steps.
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/// </remarks>
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public void GroupEpisodeInterrupted()
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{
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foreach (var agent in m_Agents)
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{
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agent.EpisodeInterrupted();
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}
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}
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}
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}
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