Unity 机器学习代理工具包 (ML-Agents) 是一个开源项目,它使游戏和模拟能够作为训练智能代理的环境。
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using System.Collections.Generic;
using Barracuda;
namespace MLAgents.InferenceBrain
{
/// <summary>
/// Mapping between Tensor names and generators.
/// A TensorGenerator implements a Dictionary of strings (node names) to an Action.
/// The Action take as argument the tensor, the current batch size and a Dictionary of
/// Agent to AgentInfo corresponding to the current batch.
/// Each Generator reshapes and fills the data of the tensor based of the data of the batch.
/// When the TensorProxy is an Input to the model, the shape of the Tensor will be modified
/// depending on the current batch size and the data of the Tensor will be filled using the
/// Dictionary of Agent to AgentInfo.
/// When the TensorProxy is an Output of the model, only the shape of the Tensor will be
/// modified using the current batch size. The data will be pre-filled with zeros.
/// </summary>
public class TensorGenerator
{
public interface IGenerator
{
/// <summary>
/// Modifies the data inside a Tensor according to the information contained in the
/// AgentInfos contained in the current batch.
/// </summary>
/// <param name="tensorProxy"> The tensor the data and shape will be modified</param>
/// <param name="batchSize"> The number of agents present in the current batch</param>
/// <param name="agentInfo"> Dictionary of Agent to AgentInfo containing the
/// information that will be used to populate the tensor's data</param>
void Generate(
TensorProxy tensorProxy, int batchSize, Dictionary<Agent, AgentInfo> agentInfo);
}
private readonly Dictionary<string, IGenerator> m_Dict = new Dictionary<string, IGenerator>();
/// <summary>
/// Returns a new TensorGenerators object.
/// </summary>
/// <param name="bp"> The BrainParameters used to determine what Generators will be
/// used</param>
/// <param name="seed"> The seed the Generators will be initialized with.</param>
/// <param name="allocator"> Tensor allocator</param>
/// <param name="barracudaModel"></param>
public TensorGenerator(
BrainParameters bp, int seed, ITensorAllocator allocator, object barracudaModel = null)
{
// Generator for Inputs
m_Dict[TensorNames.BatchSizePlaceholder] =
new BatchSizeGenerator(allocator);
m_Dict[TensorNames.SequenceLengthPlaceholder] =
new SequenceLengthGenerator(allocator);
m_Dict[TensorNames.VectorObservationPlacholder] =
new VectorObservationGenerator(allocator);
m_Dict[TensorNames.RecurrentInPlaceholder] =
new RecurrentInputGenerator(allocator);
if (barracudaModel != null)
{
var model = (Model)barracudaModel;
for (var i = 0; i < model?.memories.Length; i++)
{
m_Dict[model.memories[i].input] =
new BarracudaRecurrentInputGenerator(i, allocator);
}
}
m_Dict[TensorNames.PreviousActionPlaceholder] =
new PreviousActionInputGenerator(allocator);
m_Dict[TensorNames.ActionMaskPlaceholder] =
new ActionMaskInputGenerator(allocator);
m_Dict[TensorNames.RandomNormalEpsilonPlaceholder] =
new RandomNormalInputGenerator(seed, allocator);
if (bp.cameraResolutions != null)
{
for (var visIndex = 0;
visIndex < bp.cameraResolutions.Length;
visIndex++)
{
var index = visIndex;
var bw = bp.cameraResolutions[visIndex].blackAndWhite;
m_Dict[TensorNames.VisualObservationPlaceholderPrefix + visIndex] =
new VisualObservationInputGenerator(index, bw, allocator);
}
}
// Generators for Outputs
m_Dict[TensorNames.ActionOutput] = new BiDimensionalOutputGenerator(allocator);
m_Dict[TensorNames.RecurrentOutput] = new BiDimensionalOutputGenerator(allocator);
m_Dict[TensorNames.ValueEstimateOutput] = new BiDimensionalOutputGenerator(allocator);
}
/// <summary>
/// Populates the data of the tensor inputs given the data contained in the current batch
/// of agents.
/// </summary>
/// <param name="tensors"> Enumerable of tensors that will be modified.</param>
/// <param name="currentBatchSize"> The number of agents present in the current batch
/// </param>
/// <param name="agentInfos"> Dictionary of Agent to AgentInfo that contains the
/// data that will be used to modify the tensors</param>
/// <exception cref="UnityAgentsException"> One of the tensor does not have an
/// associated generator.</exception>
public void GenerateTensors(
IEnumerable<TensorProxy> tensors,
int currentBatchSize,
Dictionary<Agent, AgentInfo> agentInfos)
{
foreach (var tensor in tensors)
{
if (!m_Dict.ContainsKey(tensor.name))
{
throw new UnityAgentsException(
$"Unknown tensorProxy expected as input : {tensor.name}");
}
m_Dict[tensor.name].Generate(tensor, currentBatchSize, agentInfos);
}
}
}
}