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113 行
4.0 KiB
113 行
4.0 KiB
using System;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace Unity.MLAgents.Policies
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{
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/// <summary>
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/// Whether the action space is discrete or continuous.
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/// </summary>
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public enum SpaceType
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{
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/// <summary>
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/// Discrete action space: a fixed number of options are available.
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/// </summary>
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Discrete,
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/// <summary>
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/// Continuous action space: each action can take on a float value.
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/// </summary>
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Continuous
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}
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/// <summary>
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/// Holds information about the brain. It defines what are the inputs and outputs of the
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/// decision process.
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/// </summary>
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/// <remarks>
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/// Set brain parameters for an <see cref="Agent"/> instance using the
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/// <seealso cref="BehaviorParameters"/> component attached to the agent's [GameObject].
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///
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/// [GameObject]: https://docs.unity3d.com/Manual/GameObjects.html
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/// </remarks>
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[Serializable]
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public class BrainParameters
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{
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/// <summary>
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/// The number of the observations that are added in
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/// <see cref="Agent.CollectObservations(Sensors.VectorSensor)"/>
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/// </summary>
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/// <value>
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/// The length of the vector containing observation values.
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/// </value>
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[FormerlySerializedAs("vectorObservationSize")]
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public int VectorObservationSize = 1;
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/// <summary>
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/// Stacking refers to concatenating the observations across multiple frames. This field
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/// indicates the number of frames to concatenate across.
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/// </summary>
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[FormerlySerializedAs("numStackedVectorObservations")]
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[Range(1, 50)] public int NumStackedVectorObservations = 1;
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/// <summary>
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/// The size of the action space.
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/// </summary>
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/// <remarks>The size specified is interpreted differently depending on whether
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/// the agent uses the continuous or the discrete action space.</remarks>
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/// <value>
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/// For the continuous action space: the length of the float vector that represents
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/// the action.
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/// For the discrete action space: the number of branches in the action space.
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/// </value>
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[FormerlySerializedAs("vectorActionSize")]
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public int[] VectorActionSize = new[] { 1 };
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/// <summary>
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/// The list of strings describing what the actions correspond to.
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/// </summary>
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[FormerlySerializedAs("vectorActionDescriptions")]
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public string[] VectorActionDescriptions;
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/// <summary>
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/// Defines if the action is discrete or continuous.
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/// </summary>
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[FormerlySerializedAs("vectorActionSpaceType")]
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public SpaceType VectorActionSpaceType = SpaceType.Discrete;
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/// <summary>
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/// The number of actions specified by this Brain.
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/// </summary>
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public int NumActions
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{
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get
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{
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switch (VectorActionSpaceType)
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{
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case SpaceType.Discrete:
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return VectorActionSize.Length;
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case SpaceType.Continuous:
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return VectorActionSize[0];
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default:
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return 0;
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}
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}
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}
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/// <summary>
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/// Deep clones the BrainParameter object.
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/// </summary>
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/// <returns> A new BrainParameter object with the same values as the original.</returns>
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public BrainParameters Clone()
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{
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return new BrainParameters
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{
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VectorObservationSize = VectorObservationSize,
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NumStackedVectorObservations = NumStackedVectorObservations,
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VectorActionSize = (int[])VectorActionSize.Clone(),
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VectorActionDescriptions = (string[])VectorActionDescriptions.Clone(),
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VectorActionSpaceType = VectorActionSpaceType
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};
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}
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}
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}
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