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168 行
7.3 KiB
168 行
7.3 KiB
using System;
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using System.Linq;
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using UnityEngine;
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namespace Unity.MLAgents.Actuators
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{
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/// <summary>
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/// A structure that wraps the <see cref="ActionSegment{T}"/>s for a particular <see cref="IActionReceiver"/> and is
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/// used when <see cref="IActionReceiver.OnActionReceived"/> is called.
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/// </summary>
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public readonly struct ActionBuffers
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{
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/// <summary>
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/// An empty action buffer.
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/// </summary>
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public static ActionBuffers Empty = new ActionBuffers(ActionSegment<float>.Empty, ActionSegment<int>.Empty);
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/// <summary>
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/// Holds the Continuous <see cref="ActionSegment{T}"/> to be used by an <see cref="IActionReceiver"/>.
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/// </summary>
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public ActionSegment<float> ContinuousActions { get; }
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/// <summary>
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/// Holds the Discrete <see cref="ActionSegment{T}"/> to be used by an <see cref="IActionReceiver"/>.
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/// </summary>
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public ActionSegment<int> DiscreteActions { get; }
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/// <summary>
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/// Create an <see cref="ActionBuffers"/> instance with discrete actions stored as a float array. This exists
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/// to achieve backward compatibility with the former Agent methods which used a float array for both continuous
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/// and discrete actions.
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/// </summary>
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/// <param name="discreteActions">The float array of discrete actions.</param>
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/// <returns>An <see cref="ActionBuffers"/> instance initialized with a <see cref="DiscreteActions"/>
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/// <see cref="ActionSegment{T}"/> initialized from a float array.</returns>
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public static ActionBuffers FromDiscreteActions(float[] discreteActions)
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{
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return new ActionBuffers(ActionSegment<float>.Empty, discreteActions == null ? ActionSegment<int>.Empty
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: new ActionSegment<int>(Array.ConvertAll(discreteActions,
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x => (int)x)));
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}
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/// <summary>
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/// Construct an <see cref="ActionBuffers"/> instance with the continuous and discrete actions that will
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/// be used.
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/// /// </summary>
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/// <param name="continuousActions">The continuous actions to send to an <see cref="IActionReceiver"/>.</param>
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/// <param name="discreteActions">The discrete actions to send to an <see cref="IActionReceiver"/>.</param>
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public ActionBuffers(float[] continuousActions, int[] discreteActions)
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: this(new ActionSegment<float>(continuousActions), new ActionSegment<int>(discreteActions)) { }
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/// <summary>
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/// Construct an <see cref="ActionBuffers"/> instance with the continuous and discrete actions that will
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/// be used.
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/// </summary>
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/// <param name="continuousActions">The continuous actions to send to an <see cref="IActionReceiver"/>.</param>
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/// <param name="discreteActions">The discrete actions to send to an <see cref="IActionReceiver"/>.</param>
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public ActionBuffers(ActionSegment<float> continuousActions, ActionSegment<int> discreteActions)
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{
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ContinuousActions = continuousActions;
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DiscreteActions = discreteActions;
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}
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/// <summary>
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/// Clear the <see cref="ContinuousActions"/> and <see cref="DiscreteActions"/> segments to be all zeros.
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/// </summary>
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public void Clear()
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{
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ContinuousActions.Clear();
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DiscreteActions.Clear();
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}
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/// <inheritdoc/>
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public override bool Equals(object obj)
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{
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if (!(obj is ActionBuffers))
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{
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return false;
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}
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var ab = (ActionBuffers)obj;
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return ab.ContinuousActions.SequenceEqual(ContinuousActions) &&
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ab.DiscreteActions.SequenceEqual(DiscreteActions);
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}
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/// <inheritdoc/>
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public override int GetHashCode()
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{
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unchecked
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{
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return (ContinuousActions.GetHashCode() * 397) ^ DiscreteActions.GetHashCode();
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}
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}
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/// <summary>
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/// Packs the continuous and discrete actions into one float array. The array passed into this method
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/// must have a Length that is greater than or equal to the sum of the Lengths of
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/// <see cref="ContinuousActions"/> and <see cref="DiscreteActions"/>.
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/// </summary>
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/// <param name="destination">A float array to pack actions into whose length is greater than or
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/// equal to the addition of the Lengths of this objects <see cref="ContinuousActions"/> and
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/// <see cref="DiscreteActions"/> segments.</param>
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public void PackActions(in float[] destination)
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{
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Debug.Assert(destination.Length >= ContinuousActions.Length + DiscreteActions.Length,
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$"argument '{nameof(destination)}' is not large enough to pack the actions into.\n" +
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$"{nameof(destination)}.Length: {destination.Length}\n" +
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$"{nameof(ContinuousActions)}.Length + {nameof(DiscreteActions)}.Length: {ContinuousActions.Length + DiscreteActions.Length}");
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var start = 0;
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if (ContinuousActions.Length > 0)
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{
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Array.Copy(ContinuousActions.Array,
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ContinuousActions.Offset,
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destination,
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start,
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ContinuousActions.Length);
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start = ContinuousActions.Length;
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}
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if (start >= destination.Length)
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{
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return;
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}
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if (DiscreteActions.Length > 0)
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{
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Array.Copy(DiscreteActions.Array,
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DiscreteActions.Offset,
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destination,
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start,
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DiscreteActions.Length);
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}
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}
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}
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/// <summary>
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/// An interface that describes an object that can receive actions from a Reinforcement Learning network.
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/// </summary>
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public interface IActionReceiver
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{
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/// <summary>
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/// Method called in order too allow object to execute actions based on the
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/// <see cref="ActionBuffers"/> contents. The structure of the contents in the <see cref="ActionBuffers"/>
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/// are defined by the <see cref="ActionSpec"/>.
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/// </summary>
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/// <param name="actionBuffers">The data structure containing the action buffers for this object.</param>
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void OnActionReceived(ActionBuffers actionBuffers);
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/// <summary>
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/// Implement `WriteDiscreteActionMask()` to modify the masks for discrete
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/// actions. When using discrete actions, the agent will not perform the masked
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/// action.
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/// </summary>
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/// <param name="actionMask">
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/// The action mask for the agent.
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/// </param>
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/// <remarks>
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/// When using Discrete Control, you can prevent the Agent from using a certain
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/// action by masking it with <see cref="IDiscreteActionMask.WriteMask"/>.
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///
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/// See [Agents - Actions] for more information on masking actions.
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///
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/// [Agents - Actions]: https://github.com/Unity-Technologies/ml-agents/blob/release_10_docs/docs/Learning-Environment-Design-Agents.md#actions
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/// </remarks>
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/// <seealso cref="IActionReceiver.OnActionReceived"/>
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void WriteDiscreteActionMask(IDiscreteActionMask actionMask);
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}
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}
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