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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127 行
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using MLAgents.Sensors;
using UnityEditor;
using Barracuda;
using MLAgents.Policies;
using UnityEngine;
namespace MLAgents.Editor
{
/*
This code is meant to modify the behavior of the inspector on Agent Components.
*/
[CustomEditor(typeof(BehaviorParameters))]
[CanEditMultipleObjects]
internal class BehaviorParametersEditor : UnityEditor.Editor
{
const float k_TimeBetweenModelReloads = 2f;
// Time since the last reload of the model
float m_TimeSinceModelReload;
// Whether or not the model needs to be reloaded
bool m_RequireReload;
public override void OnInspectorGUI()
{
var so = serializedObject;
so.Update();
bool needPolicyUpdate; // Whether the name, model, inference device, or BehaviorType changed.
// Drawing the Behavior Parameters
EditorGUI.indentLevel++;
EditorGUI.BeginChangeCheck(); // global
EditorGUI.BeginChangeCheck();
{
EditorGUILayout.PropertyField(so.FindProperty("m_BehaviorName"));
}
needPolicyUpdate = EditorGUI.EndChangeCheck();
EditorGUI.BeginDisabledGroup(!EditorUtilities.CanUpdateModelProperties());
{
EditorGUILayout.PropertyField(so.FindProperty("m_BrainParameters"), true);
}
EditorGUI.EndDisabledGroup();
EditorGUI.BeginChangeCheck();
{
EditorGUILayout.PropertyField(so.FindProperty("m_Model"), true);
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(so.FindProperty("m_InferenceDevice"), true);
EditorGUI.indentLevel--;
}
needPolicyUpdate = needPolicyUpdate || EditorGUI.EndChangeCheck();
EditorGUI.BeginChangeCheck();
{
EditorGUILayout.PropertyField(so.FindProperty("m_BehaviorType"));
}
needPolicyUpdate = needPolicyUpdate || EditorGUI.EndChangeCheck();
EditorGUILayout.PropertyField(so.FindProperty("TeamId"));
EditorGUI.BeginDisabledGroup(!EditorUtilities.CanUpdateModelProperties());
{
EditorGUILayout.PropertyField(so.FindProperty("m_UseChildSensors"), true);
}
EditorGUI.EndDisabledGroup();
EditorGUI.indentLevel--;
m_RequireReload = EditorGUI.EndChangeCheck();
DisplayFailedModelChecks();
so.ApplyModifiedProperties();
if (needPolicyUpdate)
{
UpdateAgentPolicy();
}
}
/// <summary>
/// Must be called within OnEditorGUI()
/// </summary>
void DisplayFailedModelChecks()
{
if (m_RequireReload && m_TimeSinceModelReload > k_TimeBetweenModelReloads)
{
m_RequireReload = false;
m_TimeSinceModelReload = 0;
}
// Display all failed checks
D.logEnabled = false;
Model barracudaModel = null;
var model = (NNModel)serializedObject.FindProperty("m_Model").objectReferenceValue;
var behaviorParameters = (BehaviorParameters)target;
SensorComponent[] sensorComponents;
if (behaviorParameters.UseChildSensors)
{
sensorComponents = behaviorParameters.GetComponentsInChildren<SensorComponent>();
}
else
{
sensorComponents = behaviorParameters.GetComponents<SensorComponent>();
}
var brainParameters = behaviorParameters.BrainParameters;
if (model != null)
{
barracudaModel = ModelLoader.Load(model);
}
if (brainParameters != null)
{
var failedChecks = Inference.BarracudaModelParamLoader.CheckModel(
barracudaModel, brainParameters, sensorComponents, behaviorParameters.BehaviorType
);
foreach (var check in failedChecks)
{
if (check != null)
{
EditorGUILayout.HelpBox(check, MessageType.Warning);
}
}
}
}
void UpdateAgentPolicy()
{
var behaviorParameters = (BehaviorParameters)target;
behaviorParameters.UpdateAgentPolicy();
}
}
}