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99 行
4.4 KiB
99 行
4.4 KiB
using System.Collections.Generic;
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using Unity.Barracuda;
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using Unity.MLAgents.Policies;
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namespace Unity.MLAgents.Inference
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{
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/// <summary>
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/// Mapping between the output tensor names and the method that will use the
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/// output tensors and the Agents present in the batch to update their action, memories and
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/// value estimates.
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/// A TensorApplier implements a Dictionary of strings (node names) to an Action.
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/// This action takes as input the tensor and the Dictionary of Agent to AgentInfo for
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/// the current batch.
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/// </summary>
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internal class TensorApplier
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{
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/// <summary>
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/// A tensor Applier's Execute method takes a tensor and a Dictionary of Agent to AgentInfo.
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/// Uses the data contained inside the tensor to modify the state of the Agent. The Tensors
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/// are assumed to have the batch size on the first dimension and the agents to be ordered
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/// the same way in the dictionary and in the tensor.
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/// </summary>
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public interface IApplier
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{
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/// <summary>
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/// Applies the values in the Tensor to the Agents present in the agentInfos
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/// </summary>
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/// <param name="tensorProxy">
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/// The Tensor containing the data to be applied to the Agents
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/// </param>
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/// <param name="actionIds"> List of Agents Ids that will be updated using the tensor's data</param>
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/// <param name="lastActions"> Dictionary of AgentId to Actions to be updated</param>
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void Apply(TensorProxy tensorProxy, IEnumerable<int> actionIds, Dictionary<int, float[]> lastActions);
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}
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readonly Dictionary<string, IApplier> m_Dict = new Dictionary<string, IApplier>();
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/// <summary>
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/// Returns a new TensorAppliers object.
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/// </summary>
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/// <param name="bp"> The BrainParameters used to determine what Appliers will be
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/// used</param>
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/// <param name="seed"> The seed the Appliers will be initialized with.</param>
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/// <param name="allocator"> Tensor allocator</param>
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/// <param name="memories">Dictionary of AgentInfo.id to memory used to pass to the inference model.</param>
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/// <param name="barracudaModel"></param>
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public TensorApplier(
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BrainParameters bp,
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int seed,
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ITensorAllocator allocator,
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Dictionary<int, List<float>> memories,
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object barracudaModel = null)
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{
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if (bp.VectorActionSpaceType == SpaceType.Continuous)
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{
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m_Dict[TensorNames.ActionOutput] = new ContinuousActionOutputApplier();
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}
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else
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{
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m_Dict[TensorNames.ActionOutput] =
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new DiscreteActionOutputApplier(bp.VectorActionSize, seed, allocator);
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}
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m_Dict[TensorNames.RecurrentOutput] = new MemoryOutputApplier(memories);
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if (barracudaModel != null)
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{
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var model = (Model)barracudaModel;
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for (var i = 0; i < model?.memories.Count; i++)
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{
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m_Dict[model.memories[i].output] =
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new BarracudaMemoryOutputApplier(model.memories.Count, i, memories);
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}
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}
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}
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/// <summary>
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/// Updates the state of the agents based on the data present in the tensor.
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/// </summary>
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/// <param name="tensors"> Enumerable of tensors containing the data.</param>
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/// <param name="actionIds"> List of Agents Ids that will be updated using the tensor's data</param>
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/// <param name="lastActions"> Dictionary of AgentId to Actions to be updated</param>
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/// <exception cref="UnityAgentsException"> One of the tensor does not have an
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/// associated applier.</exception>
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public void ApplyTensors(
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IEnumerable<TensorProxy> tensors, IEnumerable<int> actionIds, Dictionary<int, float[]> lastActions)
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{
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foreach (var tensor in tensors)
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{
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if (!m_Dict.ContainsKey(tensor.name))
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{
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throw new UnityAgentsException(
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$"Unknown tensorProxy expected as output : {tensor.name}");
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}
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m_Dict[tensor.name].Apply(tensor, actionIds, lastActions);
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}
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}
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}
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}
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