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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179 行
7.4 KiB

using UnityEngine;
using UnityEditor;
namespace MLAgents.Editor
{
/// <summary>
/// PropertyDrawer for BrainParameters. Defines how BrainParameters are displayed in the
/// Inspector.
/// </summary>
[CustomPropertyDrawer(typeof(BrainParameters))]
internal class BrainParametersDrawer : PropertyDrawer
{
// The height of a line in the Unity Inspectors
const float k_LineHeight = 17f;
const int k_VecObsNumLine = 3;
const string k_ActionSizePropName = "vectorActionSize";
const string k_ActionTypePropName = "vectorActionSpaceType";
const string k_ActionDescriptionPropName = "vectorActionDescriptions";
const string k_VecObsPropName = "vectorObservationSize";
const string k_NumVecObsPropName = "numStackedVectorObservations";
/// <inheritdoc />
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return GetHeightDrawVectorObservation() +
GetHeightDrawVectorAction(property);
}
/// <inheritdoc />
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
var indent = EditorGUI.indentLevel;
EditorGUI.indentLevel = 0;
position.height = k_LineHeight;
EditorGUI.BeginProperty(position, label, property);
EditorGUI.indentLevel++;
// Vector Observations
DrawVectorObservation(position, property);
position.y += GetHeightDrawVectorObservation();
// Vector Action
DrawVectorAction(position, property);
position.y += GetHeightDrawVectorAction(property);
EditorGUI.EndProperty();
EditorGUI.indentLevel = indent;
}
/// <summary>
/// Draws the Vector Observations for the Brain Parameters
/// </summary>
/// <param name="position">Rectangle on the screen to use for the property GUI.</param>
/// <param name="property">The SerializedProperty of the BrainParameters
/// to make the custom GUI for.</param>
static void DrawVectorObservation(Rect position, SerializedProperty property)
{
EditorGUI.LabelField(position, "Vector Observation");
position.y += k_LineHeight;
EditorGUI.indentLevel++;
EditorGUI.PropertyField(position,
property.FindPropertyRelative(k_VecObsPropName),
new GUIContent("Space Size",
"Length of state " +
"vector for brain (In Continuous state space)." +
"Or number of possible values (in Discrete state space)."));
position.y += k_LineHeight;
EditorGUI.PropertyField(position,
property.FindPropertyRelative(k_NumVecObsPropName),
new GUIContent("Stacked Vectors",
"Number of states that will be stacked before " +
"being fed to the neural network."));
position.y += k_LineHeight;
EditorGUI.indentLevel--;
}
/// <summary>
/// The Height required to draw the Vector Observations paramaters
/// </summary>
/// <returns>The height of the drawer of the Vector Observations </returns>
static float GetHeightDrawVectorObservation()
{
return k_VecObsNumLine * k_LineHeight;
}
/// <summary>
/// Draws the Vector Actions parameters for the Brain Parameters
/// </summary>
/// <param name="position">Rectangle on the screen to use for the property GUI.</param>
/// <param name="property">The SerializedProperty of the BrainParameters
/// to make the custom GUI for.</param>
static void DrawVectorAction(Rect position, SerializedProperty property)
{
EditorGUI.LabelField(position, "Vector Action");
position.y += k_LineHeight;
EditorGUI.indentLevel++;
var bpVectorActionType = property.FindPropertyRelative(k_ActionTypePropName);
EditorGUI.PropertyField(
position,
bpVectorActionType,
new GUIContent("Space Type",
"Corresponds to whether state vector contains a single integer (Discrete) " +
"or a series of real-valued floats (Continuous)."));
position.y += k_LineHeight;
if (bpVectorActionType.enumValueIndex == 1)
{
DrawContinuousVectorAction(position, property);
}
else
{
DrawDiscreteVectorAction(position, property);
}
}
/// <summary>
/// Draws the Continuous Vector Actions parameters for the Brain Parameters
/// </summary>
/// <param name="position">Rectangle on the screen to use for the property GUI.</param>
/// <param name="property">The SerializedProperty of the BrainParameters
/// to make the custom GUI for.</param>
static void DrawContinuousVectorAction(Rect position, SerializedProperty property)
{
var vecActionSize = property.FindPropertyRelative(k_ActionSizePropName);
vecActionSize.arraySize = 1;
var continuousActionSize =
vecActionSize.GetArrayElementAtIndex(0);
EditorGUI.PropertyField(
position,
continuousActionSize,
new GUIContent("Space Size", "Length of continuous action vector."));
}
/// <summary>
/// Draws the Discrete Vector Actions parameters for the Brain Parameters
/// </summary>
/// <param name="position">Rectangle on the screen to use for the property GUI.</param>
/// <param name="property">The SerializedProperty of the BrainParameters
/// to make the custom GUI for.</param>
static void DrawDiscreteVectorAction(Rect position, SerializedProperty property)
{
var vecActionSize = property.FindPropertyRelative(k_ActionSizePropName);
vecActionSize.arraySize = EditorGUI.IntField(
position, "Branches Size", vecActionSize.arraySize);
position.y += k_LineHeight;
position.x += 20;
position.width -= 20;
for (var branchIndex = 0;
branchIndex < vecActionSize.arraySize;
branchIndex++)
{
var branchActionSize =
vecActionSize.GetArrayElementAtIndex(branchIndex);
EditorGUI.PropertyField(
position,
branchActionSize,
new GUIContent("Branch " + branchIndex + " Size",
"Number of possible actions for the branch number " + branchIndex + "."));
position.y += k_LineHeight;
}
}
/// <summary>
/// The Height required to draw the Vector Action parameters.
/// </summary>
/// <returns>The height of the drawer of the Vector Action.</returns>
static float GetHeightDrawVectorAction(SerializedProperty property)
{
var actionSize = 2 + property.FindPropertyRelative(k_ActionSizePropName).arraySize;
if (property.FindPropertyRelative(k_ActionTypePropName).enumValueIndex == 0)
{
actionSize += 1;
}
return actionSize * k_LineHeight;
}
}
}