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207 行
6.1 KiB
207 行
6.1 KiB
using System.Collections.Generic;
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using NUnit.Framework;
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using Unity.MLAgents.Actuators;
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using Unity.MLAgents.Integrations.Match3;
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using UnityEngine;
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namespace Unity.MLAgents.Tests.Integrations.Match3
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{
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internal class SimpleBoard : AbstractBoard
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{
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public int Rows;
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public int Columns;
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public int NumCellTypes;
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public int NumSpecialTypes;
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public int LastMoveIndex;
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public bool MovesAreValid = true;
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public bool CallbackCalled;
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public override BoardSize GetMaxBoardSize()
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{
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return new BoardSize
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{
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Rows = Rows,
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Columns = Columns,
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NumCellTypes = NumCellTypes,
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NumSpecialTypes = NumSpecialTypes
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};
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}
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public override int GetCellType(int row, int col)
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{
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return 0;
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}
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public override int GetSpecialType(int row, int col)
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{
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return 0;
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}
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public override bool IsMoveValid(Move m)
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{
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return MovesAreValid;
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}
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public override bool MakeMove(Move m)
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{
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LastMoveIndex = m.MoveIndex;
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return MovesAreValid;
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}
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public void Callback()
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{
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CallbackCalled = true;
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}
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}
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public class Match3ActuatorTests
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{
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[SetUp]
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public void SetUp()
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{
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if (Academy.IsInitialized)
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{
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Academy.Instance.Dispose();
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}
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}
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[TestCase(true)]
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[TestCase(false)]
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public void TestValidMoves(bool movesAreValid)
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{
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// Check that a board with no valid moves doesn't raise an exception.
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var gameObj = new GameObject();
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var board = gameObj.AddComponent<SimpleBoard>();
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var agent = gameObj.AddComponent<Agent>();
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gameObj.AddComponent<Match3ActuatorComponent>();
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board.Rows = 5;
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board.Columns = 5;
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board.NumCellTypes = 5;
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board.NumSpecialTypes = 0;
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board.MovesAreValid = movesAreValid;
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board.OnNoValidMovesAction = board.Callback;
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board.LastMoveIndex = -1;
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agent.LazyInitialize();
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agent.RequestDecision();
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Academy.Instance.EnvironmentStep();
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if (movesAreValid)
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{
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Assert.IsFalse(board.CallbackCalled);
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}
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else
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{
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Assert.IsTrue(board.CallbackCalled);
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}
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Assert.AreNotEqual(-1, board.LastMoveIndex);
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}
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[Test]
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public void TestActionSpec()
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{
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var gameObj = new GameObject();
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var board = gameObj.AddComponent<SimpleBoard>();
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var actuator = gameObj.AddComponent<Match3ActuatorComponent>();
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board.Rows = 5;
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board.Columns = 5;
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board.NumCellTypes = 5;
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board.NumSpecialTypes = 0;
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var actionSpec = actuator.ActionSpec;
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Assert.AreEqual(1, actionSpec.NumDiscreteActions);
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Assert.AreEqual(board.NumMoves(), actionSpec.BranchSizes[0]);
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}
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[Test]
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public void TestActionSpecNullBoard()
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{
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var gameObj = new GameObject();
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var actuator = gameObj.AddComponent<Match3ActuatorComponent>();
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var actionSpec = actuator.ActionSpec;
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Assert.AreEqual(0, actionSpec.NumDiscreteActions);
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Assert.AreEqual(0, actionSpec.NumContinuousActions);
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}
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public class HashSetActionMask : IDiscreteActionMask
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{
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public HashSet<int>[] HashSets;
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public HashSetActionMask(ActionSpec spec)
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{
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HashSets = new HashSet<int>[spec.NumDiscreteActions];
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for (var i = 0; i < spec.NumDiscreteActions; i++)
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{
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HashSets[i] = new HashSet<int>();
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}
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}
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public void SetActionEnabled(int branch, int actionIndex, bool isEnabled)
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{
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var hashSet = HashSets[branch];
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if (isEnabled)
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{
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hashSet.Remove(actionIndex);
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}
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else
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{
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hashSet.Add(actionIndex);
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}
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}
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}
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[TestCase(true, TestName = "Full Board")]
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[TestCase(false, TestName = "Small Board")]
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public void TestMasking(bool fullBoard)
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{
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var gameObj = new GameObject("board");
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var board = gameObj.AddComponent<StringBoard>();
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var boardString =
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@"0105
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1024
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0203
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2022";
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board.SetBoard(boardString);
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var boardSize = board.GetMaxBoardSize();
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if (!fullBoard)
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{
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board.CurrentRows -= 1;
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}
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var validMoves = AbstractBoardTests.GetValidMoves4x4(fullBoard, boardSize);
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var actuatorComponent = gameObj.AddComponent<Match3ActuatorComponent>();
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var actuator = actuatorComponent.CreateActuators()[0];
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var masks = new HashSetActionMask(actuator.ActionSpec);
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actuator.WriteDiscreteActionMask(masks);
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// Run through all moves and make sure those are the only valid ones
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HashSet<int> validIndices = new HashSet<int>();
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foreach (var m in validMoves)
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{
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validIndices.Add(m.MoveIndex);
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}
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// Valid moves and masked moves should be disjoint
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Assert.IsFalse(validIndices.Overlaps(masks.HashSets[0]));
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// And they should add up to all the potential moves
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Assert.AreEqual(validIndices.Count + masks.HashSets[0].Count, board.NumMoves());
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}
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[Test]
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public void TestNoBoardReturnsEmptyActuators()
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{
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var gameObj = new GameObject("board");
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var actuatorComponent = gameObj.AddComponent<Match3ActuatorComponent>();
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var actuators = actuatorComponent.CreateActuators();
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Assert.AreEqual(0, actuators.Length);
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}
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}
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}
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