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109 行
3.1 KiB
109 行
3.1 KiB
using System;
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namespace Unity.MLAgents.Sensors
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{
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/// <summary>
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/// A Sensor that allows to observe a variable number of entities.
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/// </summary>
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public class BufferSensor : ISensor, IBuiltInSensor
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{
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private string m_Name;
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private int m_MaxNumObs;
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private int m_ObsSize;
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float[] m_ObservationBuffer;
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int m_CurrentNumObservables;
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ObservationSpec m_ObservationSpec;
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public BufferSensor(int maxNumberObs, int obsSize, string name)
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{
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m_Name = name;
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m_MaxNumObs = maxNumberObs;
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m_ObsSize = obsSize;
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m_ObservationBuffer = new float[m_ObsSize * m_MaxNumObs];
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m_CurrentNumObservables = 0;
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m_ObservationSpec = ObservationSpec.VariableLength(m_MaxNumObs, m_ObsSize);
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}
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/// <inheritdoc/>
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public ObservationSpec GetObservationSpec()
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{
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return m_ObservationSpec;
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}
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/// <summary>
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/// Appends an observation to the buffer. If the buffer is full (maximum number
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/// of observation is reached) the observation will be ignored. the length of
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/// the provided observation array must be equal to the observation size of
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/// the buffer sensor.
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/// </summary>
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/// <param name="obs"> The float array observation</param>
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public void AppendObservation(float[] obs)
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{
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if (obs.Length != m_ObsSize)
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{
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throw new UnityAgentsException(
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"The BufferSensor was expecting an observation of size " +
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$"{m_ObsSize} but received {obs.Length} observations instead."
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);
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}
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if (m_CurrentNumObservables >= m_MaxNumObs)
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{
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return;
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}
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for (int i = 0; i < obs.Length; i++)
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{
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m_ObservationBuffer[m_CurrentNumObservables * m_ObsSize + i] = obs[i];
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}
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m_CurrentNumObservables++;
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}
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/// <inheritdoc/>
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public int Write(ObservationWriter writer)
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{
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for (int i = 0; i < m_ObsSize * m_MaxNumObs; i++)
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{
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writer[i] = m_ObservationBuffer[i];
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}
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return m_ObsSize * m_MaxNumObs;
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}
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/// <inheritdoc/>
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public virtual byte[] GetCompressedObservation()
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{
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return null;
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}
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/// <inheritdoc/>
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public void Update()
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{
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Reset();
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}
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/// <inheritdoc/>
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public void Reset()
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{
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m_CurrentNumObservables = 0;
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Array.Clear(m_ObservationBuffer, 0, m_ObservationBuffer.Length);
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}
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/// <inheritdoc/>
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public SensorCompressionType GetCompressionType()
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{
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return SensorCompressionType.None;
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}
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/// <inheritdoc/>
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public string GetName()
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{
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return m_Name;
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}
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/// <inheritdoc/>
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public BuiltInSensorType GetBuiltInSensorType()
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{
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return BuiltInSensorType.BufferSensor;
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}
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}
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}
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