Unity 机器学习代理工具包 (ML-Agents) 是一个开源项目,它使游戏和模拟能够作为训练智能代理的环境。
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130 行
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using System.Collections.Generic;
using Unity.Barracuda;
using Unity.MLAgents.Actuators;
using System.Linq;
using Unity.MLAgents.Inference.Utils;
using UnityEngine;
namespace Unity.MLAgents.Inference
{
/// <summary>
/// Mapping between the output tensor names and the method that will use the
/// output tensors and the Agents present in the batch to update their action, memories and
/// value estimates.
/// A TensorApplier implements a Dictionary of strings (node names) to an Action.
/// This action takes as input the tensor and the Dictionary of Agent to AgentInfo for
/// the current batch.
/// </summary>
internal class TrainingForwardTensorApplier
{
readonly Dictionary<string, TensorApplier.IApplier> m_Dict = new Dictionary<string, TensorApplier.IApplier>();
/// <summary>
/// Returns a new TensorAppliers object.
/// </summary>
/// <param name="actionSpec"> Description of the actions for the Agent.</param>
/// <param name="seed"> The seed the Appliers will be initialized with.</param>
/// <param name="allocator"> Tensor allocator</param>
/// <param name="memories">Dictionary of AgentInfo.id to memory used to pass to the inference model.</param>
/// <param name="barracudaModel"></param>
public TrainingForwardTensorApplier(
ActionSpec actionSpec,
int seed,
ITensorAllocator allocator,
object barracudaModel = null)
{
// If model is null, no inference to run and exception is thrown before reaching here.
if (barracudaModel == null)
{
return;
}
if (actionSpec.NumContinuousActions > 0)
{
throw new System.Exception("Cannot do continuous actions");
}
if (actionSpec.NumDiscreteActions != 1)
{
throw new System.Exception("Cannot do multi discrete actions, only single discrete");
}
var model = (Model)barracudaModel;
m_Dict[TensorNames.TrainingOutput] = new MaxActionOutputApplier(actionSpec, seed, allocator);
}
/// <summary>
/// Updates the state of the agents based on the data present in the tensor.
/// </summary>
/// <param name="tensors"> Enumerable of tensors containing the data.</param>
/// <param name="actionIds"> List of Agents Ids that will be updated using the tensor's data</param>
/// <param name="lastActions"> Dictionary of AgentId to Actions to be updated</param>
/// <exception cref="UnityAgentsException"> One of the tensor does not have an
/// associated applier.</exception>
public void ApplyTensors(
IReadOnlyList<TensorProxy> tensors, IList<int> actionIds, Dictionary<int, ActionBuffers> lastActions)
{
for (var tensorIndex = 0; tensorIndex < tensors.Count; tensorIndex++)
{
var tensor = tensors[tensorIndex];
if (!m_Dict.ContainsKey(tensor.name))
{
throw new UnityAgentsException(
$"Unknown tensorProxy expected as output : {tensor.name}");
}
m_Dict[tensor.name].Apply(tensor, actionIds, lastActions);
}
}
}
internal class MaxActionOutputApplier : TensorApplier.IApplier
{
readonly ActionSpec m_ActionSpec;
public MaxActionOutputApplier(ActionSpec actionSpec, int seed, ITensorAllocator allocator)
{
m_ActionSpec = actionSpec;
}
public void Apply(TensorProxy tensorProxy, IList<int> actionIds, Dictionary<int, ActionBuffers> lastActions)
{
var agentIndex = 0;
var actionSpaceSize = tensorProxy.shape[tensorProxy.shape.Length - 1];
for (var i = 0; i < actionIds.Count; i++)
{
var agentId = actionIds[i];
if (lastActions.ContainsKey(agentId))
{
var actionBuffer = lastActions[agentId];
if (actionBuffer.IsEmpty())
{
actionBuffer = new ActionBuffers(m_ActionSpec);
lastActions[agentId] = actionBuffer;
}
var discreteBuffer = actionBuffer.DiscreteActions;
var maxIndex = 0;
var maxValue = 0;
for (var j = 0; j < actionSpaceSize; j++)
{
var value = (int)tensorProxy.data[agentIndex, j];
if (value > maxValue)
{
maxIndex = j;
}
}
var actionSize = discreteBuffer.Length;
discreteBuffer[0] = maxIndex;
}
agentIndex++;
}
}
}
}