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165 行
5.4 KiB
165 行
5.4 KiB
using Barracuda;
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using System;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace MLAgents.Policies
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{
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/// <summary>
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/// Defines what type of behavior the Agent will be using
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/// </summary>
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[Serializable]
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public enum BehaviorType
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{
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/// <summary>
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/// The Agent will use the remote process for decision making.
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/// if unavailable, will use inference and if no model is provided, will use
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/// the heuristic.
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/// </summary>
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Default,
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/// <summary>
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/// The Agent will always use its heuristic
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/// </summary>
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HeuristicOnly,
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/// <summary>
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/// The Agent will always use inference with the provided
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/// neural network model.
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/// </summary>
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InferenceOnly
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}
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/// <summary>
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/// The Factory to generate policies.
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/// </summary>
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[AddComponentMenu("ML Agents/Behavior Parameters", (int)MenuGroup.Default)]
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public class BehaviorParameters : MonoBehaviour
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{
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[HideInInspector, SerializeField]
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BrainParameters m_BrainParameters = new BrainParameters();
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/// <summary>
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/// The associated <see cref="BrainParameters"/> for this behavior.
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/// </summary>
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public BrainParameters brainParameters
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{
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get { return m_BrainParameters; }
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internal set { m_BrainParameters = value; }
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}
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[HideInInspector, SerializeField]
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NNModel m_Model;
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/// <summary>
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/// The neural network model used when in inference mode.
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/// This cannot be set directly; use <see cref="Agent.GiveModel(string,NNModel,InferenceDevice)"/>
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/// to set it.
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/// </summary>
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public NNModel model
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{
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get { return m_Model; }
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internal set { m_Model = value; }
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}
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[HideInInspector, SerializeField]
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InferenceDevice m_InferenceDevice;
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/// <summary>
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/// How inference is performed for this Agent's model.
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/// This cannot be set directly; use <see cref="Agent.GiveModel(string,NNModel,InferenceDevice)"/>
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/// to set it.
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/// </summary>
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public InferenceDevice inferenceDevice
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{
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get { return m_InferenceDevice; }
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internal set { m_InferenceDevice = value; }
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}
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[HideInInspector, SerializeField]
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BehaviorType m_BehaviorType;
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/// <summary>
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/// The BehaviorType for the Agent.
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/// This cannot be set directly; use <see cref="Agent.SetBehaviorType(BehaviorType)"/>
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/// to set it.
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/// </summary>
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public BehaviorType behaviorType
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{
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get { return m_BehaviorType; }
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internal set { m_BehaviorType = value; }
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}
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[HideInInspector, SerializeField]
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string m_BehaviorName = "My Behavior";
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/// <summary>
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/// The name of this behavior, which is used as a base name. See
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/// <see cref="fullyQualifiedBehaviorName"/> for the full name.
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/// This cannot be set directly; use <see cref="Agent.GiveModel(string,NNModel,InferenceDevice)"/>
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/// to set it.
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/// </summary>
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public string behaviorName
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{
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get { return m_BehaviorName; }
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internal set { m_BehaviorName = value; }
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}
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/// <summary>
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/// The team ID for this behavior.
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/// </summary>
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[HideInInspector, SerializeField, FormerlySerializedAs("m_TeamID")]
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public int TeamId;
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// TODO properties here instead of Agent
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[FormerlySerializedAs("m_useChildSensors")]
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[HideInInspector]
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[SerializeField]
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[Tooltip("Use all Sensor components attached to child GameObjects of this Agent.")]
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bool m_UseChildSensors = true;
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/// <summary>
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/// Whether or not to use all the sensor components attached to child GameObjects of the agent.
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/// </summary>
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public bool useChildSensors
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{
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get { return m_UseChildSensors; }
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internal set { m_UseChildSensors = value; } // TODO make public, don't allow changes at runtime
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}
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/// <summary>
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/// Returns the behavior name, concatenated with any other metadata (i.e. team id).
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/// </summary>
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public string fullyQualifiedBehaviorName
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{
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get { return m_BehaviorName + "?team=" + TeamId; }
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}
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internal IPolicy GeneratePolicy(Func<float[]> heuristic)
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{
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switch (m_BehaviorType)
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{
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case BehaviorType.HeuristicOnly:
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return new HeuristicPolicy(heuristic);
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case BehaviorType.InferenceOnly:
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return new BarracudaPolicy(m_BrainParameters, m_Model, m_InferenceDevice);
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case BehaviorType.Default:
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if (Academy.Instance.IsCommunicatorOn)
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{
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return new RemotePolicy(m_BrainParameters, fullyQualifiedBehaviorName);
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}
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if (m_Model != null)
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{
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return new BarracudaPolicy(m_BrainParameters, m_Model, m_InferenceDevice);
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}
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else
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{
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return new HeuristicPolicy(heuristic);
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}
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default:
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return new HeuristicPolicy(heuristic);
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}
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}
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}
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}
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