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;
using System.Collections.Generic;
using MLAgents.SideChannels;
namespace MLAgents
{
/// <summary>
/// A container for the Environment Parameters that may be modified during training.
/// The keys for those parameters are defined in the trainer configurations and the
/// the values are generated from the training process in features such as Curriculum Learning
/// and Environment Parameter Randomization.
///
/// One current assumption for all the environment parameters is that they are of type float.
/// </summary>
public sealed class EnvironmentParameters
{
/// <summary>
/// The side channel that is used to receive the new parameter values.
/// </summary>
readonly EnvironmentParametersChannel m_Channel;
/// <summary>
/// Constructor.
/// </summary>
internal EnvironmentParameters()
{
m_Channel = new EnvironmentParametersChannel();
SideChannelsManager.RegisterSideChannel(m_Channel);
}
/// <summary>
/// Returns the parameter value for the specified key. Returns the default value provided
/// if this parameter key does not have a value. Only returns a parameter value if it is
/// of type float.
/// </summary>
/// <param name="key">The parameter key</param>
/// <param name="defaultValue">Default value for this parameter.</param>
/// <returns></returns>
public float GetWithDefault(string key, float defaultValue)
{
return m_Channel.GetWithDefault(key, defaultValue);
}
/// <summary>
/// Registers a callback action for the provided parameter key. Will overwrite any
/// existing action for that parameter. The callback will be called whenever the parameter
/// receives a value from the training process.
/// </summary>
/// <param name="key">The parameter key</param>
/// <param name="action">The callback action</param>
public void RegisterCallback(string key, Action<float> action)
{
m_Channel.RegisterCallback(key, action);
}
/// <summary>
/// Returns a list of all the parameter keys that have received values.
/// </summary>
/// <returns>List of parameter keys.</returns>
public IList<string> Keys()
{
return m_Channel.ListParameters();
}
internal void Dispose()
{
SideChannelsManager.UnregisterSideChannel(m_Channel);
}
}
}