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Using the Monitor
The monitor allows visualizing information related to the agents or training process within a Unity scene.
You can track many different things both related and unrelated to the agents
themselves. By default, the Monitor is only active in the inference phase, so
not during training. To change this behaviour, you can activate or deactivate it
by calling SetActive(boolean)
. For example to also show the monitor during
training, you can call it in the InitializeAcademy()
method of your Academy
:
using MLAgents;
public class YourAcademy : Academy {
public override void InitializeAcademy()
{
Monitor.SetActive(true);
}
}
To add values to monitor, call the Log
function anywhere in your code:
Monitor.Log(key, value, target)
key
is the name of the information you want to display.value
is the information you want to display.value
can have different types:string
- The Monitor will display the string next to the key. It can be useful for displaying error messages.float
- The Monitor will display a slider. Note that the values must be between -1 and 1. If the value is positive, the slider will be green, if the value is negative, the slider will be red.float[]
- The Monitor Log call can take an additional argument calleddisplayType
that can be eitherINDEPENDENT
(default) orPROPORTIONAL
:INDEPENDENT
is used to display multiple independent floats as a histogram. The histogram will be a sequence of vertical sliders.PROPORTION
is used to see the proportions between numbers. For each float in values, a rectangle of width of value divided by the sum of all values will be show. It is best for visualizing values that sum to 1.
target
is the transform to which you want to attach information. If the transform isnull
the information will be attached to the global monitor.- NB: When adding a target transform that is not the global monitor, make
sure you have your main camera object tagged as
MainCamera
via the inspector. This is needed to properly display the text onto the screen.
- NB: When adding a target transform that is not the global monitor, make
sure you have your main camera object tagged as