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58 行
1.9 KiB
58 行
1.9 KiB
using UnityEngine;
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using System.Collections.Generic;
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using System;
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using Unity.MLAgents.Actuators;
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using Unity.MLAgents.Sensors;
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namespace Unity.MLAgents.Policies
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{
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/// <summary>
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/// The Remote Policy only works when training.
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/// When training your Agents, the RemotePolicy will be controlled by Python.
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/// </summary>
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internal class RemotePolicy : IPolicy
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{
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int m_AgentId;
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string m_FullyQualifiedBehaviorName;
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SpaceType m_SpaceType;
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ActionBuffers m_LastActionBuffer;
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internal ICommunicator m_Communicator;
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/// <inheritdoc />
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public RemotePolicy(
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BrainParameters brainParameters,
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string fullyQualifiedBehaviorName)
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{
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m_FullyQualifiedBehaviorName = fullyQualifiedBehaviorName;
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m_Communicator = Academy.Instance.Communicator;
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m_SpaceType = brainParameters.VectorActionSpaceType;
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m_Communicator.SubscribeBrain(m_FullyQualifiedBehaviorName, brainParameters);
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}
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/// <inheritdoc />
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public void RequestDecision(AgentInfo info, List<ISensor> sensors)
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{
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m_AgentId = info.episodeId;
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m_Communicator?.PutObservations(m_FullyQualifiedBehaviorName, info, sensors);
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}
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/// <inheritdoc />
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public ref readonly ActionBuffers DecideAction()
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{
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m_Communicator?.DecideBatch();
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var actions = m_Communicator?.GetActions(m_FullyQualifiedBehaviorName, m_AgentId);
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if (m_SpaceType == SpaceType.Continuous)
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{
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m_LastActionBuffer = new ActionBuffers(actions, Array.Empty<int>());
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return ref m_LastActionBuffer;
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}
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m_LastActionBuffer = ActionBuffers.FromDiscreteActions(actions);
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return ref m_LastActionBuffer;
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}
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public void Dispose()
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{
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}
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}
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}
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