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70 行
2.6 KiB
70 行
2.6 KiB
using System;
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using System.Collections.Generic;
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using Unity.MLAgents.SideChannels;
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namespace Unity.MLAgents
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{
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/// <summary>
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/// A container for the Environment Parameters that may be modified during training.
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/// The keys for those parameters are defined in the trainer configurations and the
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/// the values are generated from the training process in features such as Curriculum Learning
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/// and Environment Parameter Randomization.
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///
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/// One current assumption for all the environment parameters is that they are of type float.
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/// </summary>
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public sealed class EnvironmentParameters
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{
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/// <summary>
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/// The side channel that is used to receive the new parameter values.
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/// </summary>
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readonly EnvironmentParametersChannel m_Channel;
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/// <summary>
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/// Constructor.
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/// </summary>
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internal EnvironmentParameters()
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{
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m_Channel = new EnvironmentParametersChannel();
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SideChannelManager.RegisterSideChannel(m_Channel);
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}
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/// <summary>
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/// Returns the parameter value for the specified key. Returns the default value provided
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/// if this parameter key does not have a value. Only returns a parameter value if it is
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/// of type float.
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/// </summary>
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/// <param name="key">The parameter key</param>
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/// <param name="defaultValue">Default value for this parameter.</param>
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/// <returns></returns>
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public float GetWithDefault(string key, float defaultValue)
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{
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return m_Channel.GetWithDefault(key, defaultValue);
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}
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/// <summary>
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/// Registers a callback action for the provided parameter key. Will overwrite any
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/// existing action for that parameter. The callback will be called whenever the parameter
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/// receives a value from the training process.
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/// </summary>
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/// <param name="key">The parameter key</param>
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/// <param name="action">The callback action</param>
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public void RegisterCallback(string key, Action<float> action)
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{
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m_Channel.RegisterCallback(key, action);
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}
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/// <summary>
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/// Returns a list of all the parameter keys that have received values.
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/// </summary>
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/// <returns>List of parameter keys.</returns>
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public IList<string> Keys()
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{
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return m_Channel.ListParameters();
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}
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internal void Dispose()
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{
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SideChannelManager.UnregisterSideChannel(m_Channel);
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}
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}
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}
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