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60 行
2.2 KiB
60 行
2.2 KiB
using System;
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using System.Collections.Generic;
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using Unity.MLAgents.Actuators;
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namespace Unity.MLAgents
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{
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/// <summary>
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/// The DiscreteActionMasker class represents a set of masked (disallowed) actions and
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/// provides utilities for setting and retrieving them.
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/// </summary>
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/// <remarks>
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/// Agents that take discrete actions can explicitly indicate that specific actions
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/// are not allowed at a point in time. This enables the agent to indicate that some actions
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/// may be illegal. For example, if an agent is adjacent to a wall or other obstacle
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/// you could mask any actions that direct the agent to move into the blocked space.
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/// </remarks>
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public class DiscreteActionMasker : IDiscreteActionMask
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{
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IDiscreteActionMask m_Delegate;
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internal DiscreteActionMasker(IDiscreteActionMask actionMask)
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{
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m_Delegate = actionMask;
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}
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/// <summary>
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/// Modifies an action mask for discrete control agents.
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/// </summary>
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/// <remarks>
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/// When used, the agent will not be able to perform the actions passed as argument
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/// at the next decision for the specified action branch. The actionIndices correspond
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/// to the action options the agent will be unable to perform.
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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_6_docs/docs/Learning-Environment-Design-Agents.md#actions
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/// </remarks>
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/// <param name="branch">The branch for which the actions will be masked.</param>
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/// <param name="actionIndices">The indices of the masked actions.</param>
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public void SetMask(int branch, IEnumerable<int> actionIndices)
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{
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m_Delegate.WriteMask(branch, actionIndices);
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}
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public void WriteMask(int branch, IEnumerable<int> actionIndices)
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{
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m_Delegate.WriteMask(branch, actionIndices);
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}
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public bool[] GetMask()
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{
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return m_Delegate.GetMask();
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}
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public void ResetMask()
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{
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m_Delegate.ResetMask();
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}
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}
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}
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