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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using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace MLAgents
{
/// <summary>
/// Monitor is used to display information about the Agent within the Unity
/// scene. Use the log function to add information to your monitor.
/// </summary>
public class Monitor : MonoBehaviour
{
/// <summary>
/// The type of monitor the information must be displayed in.
/// <slider> corresponds to a single rectangle whose width is given
/// by a float between -1 and 1. (green is positive, red is negative)
/// <hist> corresponds to n vertical sliders.
/// <text> is a text field.
/// <bar> is a rectangle of fixed length to represent the proportions
/// of a list of floats.
/// </summary>
public enum DisplayType
{
INDEPENDENT,
PROPORTION
}
/// <summary>
/// Represents how high above the target the monitors will be.
/// </summary>
[HideInInspector] static public float verticalOffset = 3f;
static bool isInstantiated;
static GameObject canvas;
static Dictionary<Transform, Dictionary<string, DisplayValue>> displayTransformValues;
/// <summary>
/// Camera used to calculate GUI screen position relative to the target
/// transform.
/// </summary>
static Dictionary<Transform, Camera> transformCamera;
static Color[] barColors;
struct DisplayValue
{
public float time;
public string stringValue;
public float floatValue;
public float[] floatArrayValues;
public enum ValueType
{
FLOAT,
FLOATARRAY_INDEPENDENT,
FLOATARRAY_PROPORTION,
STRING
}
public ValueType valueType;
}
static GUIStyle keyStyle;
static GUIStyle valueStyle;
static GUIStyle greenStyle;
static GUIStyle redStyle;
static GUIStyle[] colorStyle;
static bool initialized;
/// <summary>
/// Use the Monitor.Log static function to attach information to a transform.
/// </summary>
/// <returns>The log.</returns>
/// <param name="key">The name of the information you wish to Log.</param>
/// <param name="value">The string value you want to display.</param>
/// <param name="target">The transform you want to attach the information to.
/// </param>
/// <param name="camera">Camera used to calculate GUI position relative to
/// the target. If null, `Camera.main` will be used.</param>
public static void Log(
string key,
string value,
Transform target = null,
Camera camera = null)
{
if (!isInstantiated)
{
InstantiateCanvas();
isInstantiated = true;
}
if (target == null)
{
target = canvas.transform;
}
transformCamera[target] = camera;
if (!displayTransformValues.Keys.Contains(target))
{
displayTransformValues[target] =
new Dictionary<string, DisplayValue>();
}
Dictionary<string, DisplayValue> displayValues =
displayTransformValues[target];
if (value == null)
{
RemoveValue(target, key);
return;
}
if (!displayValues.ContainsKey(key))
{
var dv = new DisplayValue();
dv.time = Time.timeSinceLevelLoad;
dv.stringValue = value;
dv.valueType = DisplayValue.ValueType.STRING;
displayValues[key] = dv;
while (displayValues.Count > 20)
{
string max = (
displayValues
.Aggregate((l, r) => l.Value.time < r.Value.time ? l : r)
.Key
);
RemoveValue(target, max);
}
}
else
{
DisplayValue dv = displayValues[key];
dv.stringValue = value;
dv.valueType = DisplayValue.ValueType.STRING;
displayValues[key] = dv;
}
}
/// <summary>
/// Use the Monitor.Log static function to attach information to a transform.
/// </summary>
/// <returns>The log.</returns>
/// <param name="key">The name of the information you wish to Log.</param>
/// <param name="value">The float value you want to display.</param>
/// <param name="target">The transform you want to attach the information to.
/// </param>
/// <param name="camera">Camera used to calculate GUI position relative to
/// the target. If null, `Camera.main` will be used.</param>
public static void Log(
string key,
float value,
Transform target = null,
Camera camera = null)
{
if (!isInstantiated)
{
InstantiateCanvas();
isInstantiated = true;
}
if (target == null)
{
target = canvas.transform;
}
transformCamera[target] = camera;
if (!displayTransformValues.Keys.Contains(target))
{
displayTransformValues[target] = new Dictionary<string, DisplayValue>();
}
Dictionary<string, DisplayValue> displayValues = displayTransformValues[target];
if (!displayValues.ContainsKey(key))
{
var dv = new DisplayValue();
dv.time = Time.timeSinceLevelLoad;
dv.floatValue = value;
dv.valueType = DisplayValue.ValueType.FLOAT;
displayValues[key] = dv;
while (displayValues.Count > 20)
{
string max = (
displayValues.Aggregate((l, r) => l.Value.time < r.Value.time ? l : r).Key);
RemoveValue(target, max);
}
}
else
{
DisplayValue dv = displayValues[key];
dv.floatValue = value;
dv.valueType = DisplayValue.ValueType.FLOAT;
displayValues[key] = dv;
}
}
/// <summary>
/// Use the Monitor.Log static function to attach information to a transform.
/// </summary>
/// <returns>The log.</returns>
/// <param name="key">The name of the information you wish to Log.</param>
/// <param name="value">The array of float you want to display.</param>
/// <param name="displayType">The type of display.</param>
/// <param name="target">The transform you want to attach the information to.
/// </param>
/// <param name="camera">Camera used to calculate GUI position relative to
/// the target. If null, `Camera.main` will be used.</param>
public static void Log(
string key,
float[] value,
Transform target = null,
DisplayType displayType = DisplayType.INDEPENDENT,
Camera camera = null
)
{
if (!isInstantiated)
{
InstantiateCanvas();
isInstantiated = true;
}
if (target == null)
{
target = canvas.transform;
}
transformCamera[target] = camera;
if (!displayTransformValues.Keys.Contains(target))
{
displayTransformValues[target] = new Dictionary<string, DisplayValue>();
}
Dictionary<string, DisplayValue> displayValues = displayTransformValues[target];
if (!displayValues.ContainsKey(key))
{
var dv = new DisplayValue();
dv.time = Time.timeSinceLevelLoad;
dv.floatArrayValues = value;
if (displayType == DisplayType.INDEPENDENT)
{
dv.valueType = DisplayValue.ValueType.FLOATARRAY_INDEPENDENT;
}
else
{
dv.valueType = DisplayValue.ValueType.FLOATARRAY_PROPORTION;
}
displayValues[key] = dv;
while (displayValues.Count > 20)
{
string max = (
displayValues.Aggregate((l, r) => l.Value.time < r.Value.time ? l : r).Key);
RemoveValue(target, max);
}
}
else
{
DisplayValue dv = displayValues[key];
dv.floatArrayValues = value;
if (displayType == DisplayType.INDEPENDENT)
{
dv.valueType = DisplayValue.ValueType.FLOATARRAY_INDEPENDENT;
}
else
{
dv.valueType = DisplayValue.ValueType.FLOATARRAY_PROPORTION;
}
displayValues[key] = dv;
}
}
/// <summary>
/// Remove a value from a monitor.
/// </summary>
/// <param name="target">
/// The transform to which the information is attached.
/// </param>
/// <param name="key">The key of the information you want to remove.</param>
public static void RemoveValue(Transform target, string key)
{
if (target == null)
{
target = canvas.transform;
}
if (displayTransformValues.Keys.Contains(target))
{
if (displayTransformValues[target].ContainsKey(key))
{
displayTransformValues[target].Remove(key);
if (displayTransformValues[target].Keys.Count == 0)
{
displayTransformValues.Remove(target);
}
}
}
}
/// <summary>
/// Remove all information from a monitor.
/// </summary>
/// <param name="target">
/// The transform to which the information is attached.
/// </param>
public static void RemoveAllValues(Transform target)
{
if (target == null)
{
target = canvas.transform;
}
if (displayTransformValues.Keys.Contains(target))
{
displayTransformValues.Remove(target);
}
}
/// <summary>
/// Use SetActive to enable or disable the Monitor via script
/// </summary>
/// <param name="active">Value to set the Monitor's status to.</param>
public static void SetActive(bool active)
{
if (!isInstantiated)
{
InstantiateCanvas();
isInstantiated = true;
}
if (canvas != null)
{
canvas.SetActive(active);
}
}
/// Initializes the canvas.
static void InstantiateCanvas()
{
canvas = GameObject.Find("AgentMonitorCanvas");
if (canvas == null)
{
canvas = new GameObject();
canvas.name = "AgentMonitorCanvas";
canvas.AddComponent<Monitor>();
}
displayTransformValues = new Dictionary<Transform,
Dictionary<string, DisplayValue>>();
transformCamera = new Dictionary<Transform, Camera>();
}
/// <summary> <inheritdoc/> </summary>
void OnGUI()
{
if (!initialized)
{
Initialize();
initialized = true;
}
var toIterate = displayTransformValues.Keys.ToList();
foreach (Transform target in toIterate)
{
if (target == null)
{
displayTransformValues.Remove(target);
continue;
}
// get camera
Camera cam = transformCamera[target];
if (cam == null)
{
cam = Camera.main;
}
float widthScaler = (Screen.width / 1000f);
float keyPixelWidth = 100 * widthScaler;
float keyPixelHeight = 20 * widthScaler;
float paddingwidth = 10 * widthScaler;
float scale = 1f;
var origin = new Vector3(
Screen.width / 2 - keyPixelWidth, Screen.height);
if (!(target == canvas.transform))
{
Vector3 cam2obj = target.position - cam.transform.position;
scale = Mathf.Min(
1,
20f / (Vector3.Dot(cam2obj, cam.transform.forward)));
Vector3 worldPosition = cam.WorldToScreenPoint(
target.position + new Vector3(0, verticalOffset, 0));
origin = new Vector3(
worldPosition.x - keyPixelWidth * scale, Screen.height - worldPosition.y);
}
keyPixelWidth *= scale;
keyPixelHeight *= scale;
paddingwidth *= scale;
keyStyle.fontSize = (int) (keyPixelHeight * 0.8f);
if (keyStyle.fontSize < 2)
{
continue;
}
Dictionary<string, DisplayValue> displayValues = displayTransformValues[target];
int index = 0;
var orderedKeys = displayValues.Keys.OrderBy(x => -displayValues[x].time);
float[] vals;
GUIStyle s;
foreach (string key in orderedKeys)
{
keyStyle.alignment = TextAnchor.MiddleRight;
GUI.Label(
new Rect(
origin.x, origin.y - (index + 1) * keyPixelHeight,
keyPixelWidth, keyPixelHeight),
key,
keyStyle);
switch (displayValues[key].valueType)
{
case DisplayValue.ValueType.STRING:
valueStyle.alignment = TextAnchor.MiddleLeft;
GUI.Label(
new Rect(
origin.x + paddingwidth + keyPixelWidth,
origin.y - (index + 1) * keyPixelHeight,
keyPixelWidth, keyPixelHeight),
displayValues[key].stringValue,
valueStyle);
break;
case DisplayValue.ValueType.FLOAT:
float sliderValue = displayValues[key].floatValue;
sliderValue = Mathf.Min(1f, sliderValue);
s = greenStyle;
if (sliderValue < 0)
{
sliderValue = Mathf.Min(1f, -sliderValue);
s = redStyle;
}
GUI.Box(
new Rect(
origin.x + paddingwidth + keyPixelWidth,
origin.y - (index + 0.9f) * keyPixelHeight,
keyPixelWidth * sliderValue, keyPixelHeight * 0.8f),
GUIContent.none,
s);
break;
case DisplayValue.ValueType.FLOATARRAY_INDEPENDENT:
float histWidth = 0.15f;
vals = displayValues[key].floatArrayValues;
for (int i = 0; i < vals.Length; i++)
{
float value = Mathf.Min(vals[i], 1);
s = greenStyle;
if (value < 0)
{
value = Mathf.Min(1f, -value);
s = redStyle;
}
GUI.Box(
new Rect(
origin.x + paddingwidth + keyPixelWidth +
(keyPixelWidth * histWidth + paddingwidth / 2) * i,
origin.y - (index + 0.1f) * keyPixelHeight,
keyPixelWidth * histWidth, -keyPixelHeight * value),
GUIContent.none,
s);
}
break;
case DisplayValue.ValueType.FLOATARRAY_PROPORTION:
float valsSum = 0f;
float valsCum = 0f;
vals = displayValues[key].floatArrayValues;
foreach (float f in vals)
{
valsSum += Mathf.Max(f, 0);
}
if (valsSum < float.Epsilon)
{
Debug.LogError(
string.Format("The Monitor value for key {0} " +
"must be a list or array of " +
"positive values and cannot " +
"be empty.", key));
}
else
{
for (int i = 0; i < vals.Length; i++)
{
float value = Mathf.Max(vals[i], 0) / valsSum;
GUI.Box(
new Rect(
origin.x + paddingwidth +
keyPixelWidth + keyPixelWidth * valsCum,
origin.y - (index + 0.9f) * keyPixelHeight,
keyPixelWidth * value, keyPixelHeight * 0.8f),
GUIContent.none,
colorStyle[i % colorStyle.Length]);
valsCum += value;
}
}
break;
}
index++;
}
}
}
/// Helper method used to initialize the GUI. Called once.
void Initialize()
{
keyStyle = GUI.skin.label;
valueStyle = GUI.skin.label;
valueStyle.clipping = TextClipping.Overflow;
valueStyle.wordWrap = false;
barColors = new Color[6]
{
Color.magenta,
Color.blue,
Color.cyan,
Color.green,
Color.yellow,
Color.red
};
colorStyle = new GUIStyle[barColors.Length];
for (int i = 0; i < barColors.Length; i++)
{
var texture = new Texture2D(1, 1, TextureFormat.ARGB32, false);
texture.SetPixel(0, 0, barColors[i]);
texture.Apply();
var staticRectStyle = new GUIStyle();
staticRectStyle.normal.background = texture;
colorStyle[i] = staticRectStyle;
}
greenStyle = colorStyle[3];
redStyle = colorStyle[5];
}
}
}