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。
您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 
 
 

63 行
2.3 KiB

using System;
using System.Collections.Generic;
using Unity.MLAgents.Actuators;
namespace Unity.MLAgents
{
/// <summary>
/// The DiscreteActionMasker class represents a set of masked (disallowed) actions and
/// provides utilities for setting and retrieving them.
/// </summary>
/// <remarks>
/// Agents that take discrete actions can explicitly indicate that specific actions
/// are not allowed at a point in time. This enables the agent to indicate that some actions
/// may be illegal. For example, if an agent is adjacent to a wall or other obstacle
/// you could mask any actions that direct the agent to move into the blocked space.
/// </remarks>
public class DiscreteActionMasker : IDiscreteActionMask
{
IDiscreteActionMask m_Delegate;
internal DiscreteActionMasker(IDiscreteActionMask actionMask)
{
m_Delegate = actionMask;
}
/// <summary>
/// Modifies an action mask for discrete control agents.
/// </summary>
/// <remarks>
/// When used, the agent will not be able to perform the actions passed as argument
/// at the next decision for the specified action branch. The actionIndices correspond
/// to the action options the agent will be unable to perform.
///
/// See [Agents - Actions] for more information on masking actions.
///
/// [Agents - Actions]: https://github.com/Unity-Technologies/ml-agents/blob/release_9_docs/docs/Learning-Environment-Design-Agents.md#actions
/// </remarks>
/// <param name="branch">The branch for which the actions will be masked.</param>
/// <param name="actionIndices">The indices of the masked actions.</param>
public void SetMask(int branch, IEnumerable<int> actionIndices)
{
m_Delegate.WriteMask(branch, actionIndices);
}
/// <inheritdoc />
public void WriteMask(int branch, IEnumerable<int> actionIndices)
{
m_Delegate.WriteMask(branch, actionIndices);
}
/// <inheritdoc />
public bool[] GetMask()
{
return m_Delegate.GetMask();
}
/// <inheritdoc />
public void ResetMask()
{
m_Delegate.ResetMask();
}
}
}