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 MLAgents.InferenceBrain;
namespace MLAgents.Sensor
{
public enum CompressionType
{
None,
PNG,
}
/// <summary>
/// Sensor interface for generating observations.
/// For custom implementations, it is recommended to SensorBase instead.
/// </summary>
public interface ISensor {
/// <summary>
/// Returns the size of the observations that will be generated.
/// For example, a sensor that observes the velocity of a rigid body (in 3D) would return new {3}.
/// A sensor that returns an RGB image would return new [] {Width, Height, 3}
/// </summary>
/// <returns></returns>
int[] GetFloatObservationShape();
/// <summary>
/// Write the observation data directly to the TensorProxy.
/// This is considered an advanced interface; for a simpler approach, use SensorBase and override WriteFloats instead.
/// </summary>
/// <param name="tensorProxy"></param>
/// <param name="agentIndex"></param>
void WriteToTensor(TensorProxy tensorProxy, int agentIndex);
/// <summary>
/// Return a compressed representation of the observation. For small observations, this should generally not be
/// implemented. However, compressing large observations (such as visual results) can significantly improve
/// model training time.
/// </summary>
/// <returns></returns>
byte[] GetCompressedObservation();
/// <summary>
/// Return the compression type being used. If no compression is used, return CompressionType.None
/// </summary>
/// <returns></returns>
CompressionType GetCompressionType();
/// <summary>
/// Get the name of the sensor. This is used to ensure deterministic sorting of the sensors on an Agent,
/// so the naming must be consistent across all sensors and agents.
/// </summary>
/// <returns>The name of the sensor</returns>
string GetName();
}
}