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94 行
3.4 KiB
94 行
3.4 KiB
using System;
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using UnityEngine;
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using Unity.MLAgents.Sensors;
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namespace Unity.MLAgents
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{
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internal static class Utilities
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{
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/// <summary>
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/// Puts a Texture2D into a ObservationWriter.
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/// </summary>
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/// <param name="texture">
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/// The texture to be put into the tensor.
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/// </param>
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/// <param name="obsWriter">
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/// Writer to fill with Texture data.
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/// </param>
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/// <param name="grayScale">
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/// If set to <c>true</c> the textures will be converted to grayscale before
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/// being stored in the tensor.
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/// </param>
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/// <returns>The number of floats written</returns>
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internal static int TextureToTensorProxy(
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Texture2D texture,
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ObservationWriter obsWriter,
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bool grayScale)
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{
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var width = texture.width;
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var height = texture.height;
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var texturePixels = texture.GetPixels32();
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// During training, we convert from Texture to PNG before sending to the trainer, which has the
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// effect of flipping the image. We need another flip here at inference time to match this.
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for (var h = height - 1; h >= 0; h--)
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{
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for (var w = 0; w < width; w++)
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{
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var currentPixel = texturePixels[(height - h - 1) * width + w];
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if (grayScale)
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{
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obsWriter[h, w, 0] =
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(currentPixel.r + currentPixel.g + currentPixel.b) / 3f / 255.0f;
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}
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else
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{
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// For Color32, the r, g and b values are between 0 and 255.
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obsWriter[h, w, 0] = currentPixel.r / 255.0f;
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obsWriter[h, w, 1] = currentPixel.g / 255.0f;
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obsWriter[h, w, 2] = currentPixel.b / 255.0f;
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}
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}
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}
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return height * width * (grayScale ? 1 : 3);
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}
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/// <summary>
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/// Calculates the cumulative sum of an integer array. The result array will be one element
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/// larger than the input array since it has a padded 0 at the beginning.
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/// If the input is [a, b, c], the result will be [0, a, a+b, a+b+c]
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/// </summary>
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/// <param name="input">
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/// Input array whose elements will be cumulatively added
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/// </param>
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/// <returns> The cumulative sum of the input array.</returns>
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internal static int[] CumSum(int[] input)
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{
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var runningSum = 0;
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var result = new int[input.Length + 1];
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for (var actionIndex = 0; actionIndex < input.Length; actionIndex++)
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{
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runningSum += input[actionIndex];
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result[actionIndex + 1] = runningSum;
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}
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return result;
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}
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#if DEBUG
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internal static void DebugCheckNanAndInfinity(float value, string valueCategory, string caller)
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{
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if (float.IsNaN(value))
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{
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throw new ArgumentException($"NaN {valueCategory} passed to {caller}.");
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}
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if (float.IsInfinity(value))
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{
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throw new ArgumentException($"Inifinity {valueCategory} passed to {caller}.");
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}
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}
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#endif
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}
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}
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