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150 行
4.8 KiB
150 行
4.8 KiB
using System;
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using System.Collections.Generic;
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namespace Unity.MLAgents.Actuators
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{
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/// <summary>
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/// Implementation of IDiscreteActionMask that allows writing to the action mask from an <see cref="IActuator"/>.
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/// </summary>
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internal class ActuatorDiscreteActionMask : IDiscreteActionMask
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{
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/// When using discrete control, is the starting indices of the actions
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/// when all the branches are concatenated with each other.
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int[] m_StartingActionIndices;
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int[] m_BranchSizes;
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bool[] m_CurrentMask;
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IList<IActuator> m_Actuators;
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readonly int m_SumOfDiscreteBranchSizes;
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readonly int m_NumBranches;
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/// <summary>
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/// The offset into the branches array that is used when actuators are writing to the action mask.
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/// </summary>
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public int CurrentBranchOffset { get; set; }
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internal ActuatorDiscreteActionMask(IList<IActuator> actuators, int sumOfDiscreteBranchSizes, int numBranches, int[] branchSizes = null)
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{
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m_Actuators = actuators;
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m_SumOfDiscreteBranchSizes = sumOfDiscreteBranchSizes;
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m_NumBranches = numBranches;
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m_BranchSizes = branchSizes;
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}
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/// <inheritdoc/>
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public void WriteMask(int branch, IEnumerable<int> actionIndices)
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{
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LazyInitialize();
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// Perform the masking
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foreach (var actionIndex in actionIndices)
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{
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#if DEBUG
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if (branch >= m_NumBranches || actionIndex >= m_BranchSizes[CurrentBranchOffset + branch])
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{
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throw new UnityAgentsException(
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"Invalid Action Masking: Action Mask is too large for specified branch.");
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}
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#endif
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m_CurrentMask[actionIndex + m_StartingActionIndices[CurrentBranchOffset + branch]] = true;
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}
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}
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void LazyInitialize()
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{
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if (m_BranchSizes == null)
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{
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m_BranchSizes = new int[m_NumBranches];
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var start = 0;
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for (var i = 0; i < m_Actuators.Count; i++)
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{
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var actuator = m_Actuators[i];
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var branchSizes = actuator.ActionSpec.BranchSizes;
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Array.Copy(branchSizes, 0, m_BranchSizes, start, branchSizes.Length);
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start += branchSizes.Length;
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}
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}
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// By default, the masks are null. If we want to specify a new mask, we initialize
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// the actionMasks with trues.
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if (m_CurrentMask == null)
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{
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m_CurrentMask = new bool[m_SumOfDiscreteBranchSizes];
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}
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// If this is the first time the masked actions are used, we generate the starting
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// indices for each branch.
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if (m_StartingActionIndices == null)
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{
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m_StartingActionIndices = Utilities.CumSum(m_BranchSizes);
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}
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}
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/// <inheritdoc/>
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public bool[] GetMask()
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{
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#if DEBUG
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if (m_CurrentMask != null)
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{
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AssertMask();
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}
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#endif
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return m_CurrentMask;
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}
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/// <summary>
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/// Makes sure that the current mask is usable.
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/// </summary>
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void AssertMask()
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{
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#if DEBUG
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for (var branchIndex = 0; branchIndex < m_NumBranches; branchIndex++)
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{
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if (AreAllActionsMasked(branchIndex))
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{
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throw new UnityAgentsException(
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"Invalid Action Masking : All the actions of branch " + branchIndex +
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" are masked.");
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}
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}
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#endif
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}
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/// <summary>
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/// Resets the current mask for an agent.
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/// </summary>
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public void ResetMask()
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{
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if (m_CurrentMask != null)
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{
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Array.Clear(m_CurrentMask, 0, m_CurrentMask.Length);
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}
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}
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/// <summary>
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/// Checks if all the actions in the input branch are masked.
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/// </summary>
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/// <param name="branch"> The index of the branch to check.</param>
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/// <returns> True if all the actions of the branch are masked.</returns>
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bool AreAllActionsMasked(int branch)
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{
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if (m_CurrentMask == null)
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{
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return false;
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}
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var start = m_StartingActionIndices[branch];
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var end = m_StartingActionIndices[branch + 1];
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for (var i = start; i < end; i++)
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{
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if (!m_CurrentMask[i])
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{
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return false;
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}
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}
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return true;
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}
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}
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}
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