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125 行
3.9 KiB
125 行
3.9 KiB
using NUnit.Framework;
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using Unity.MLAgents.Actuators;
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using Unity.MLAgents.Policies;
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using UnityEngine;
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namespace Unity.MLAgents.Tests.Policies
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{
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[TestFixture]
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public class HeuristicPolicyTest
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{
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[SetUp]
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public void SetUp()
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{
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if (Academy.IsInitialized)
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{
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Academy.Instance.Dispose();
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}
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}
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/// <summary>
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/// Assert that the action buffers are initialized to zero, and then set them to non-zero values.
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/// </summary>
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/// <param name="actionsOut"></param>
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static void CheckAndSetBuffer(in ActionBuffers actionsOut)
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{
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var continuousActions = actionsOut.ContinuousActions;
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for (var continuousIndex = 0; continuousIndex < continuousActions.Length; continuousIndex++)
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{
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Assert.AreEqual(continuousActions[continuousIndex], 0.0f);
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continuousActions[continuousIndex] = 1.0f;
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}
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var discreteActions = actionsOut.DiscreteActions;
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for (var discreteIndex = 0; discreteIndex < discreteActions.Length; discreteIndex++)
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{
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Assert.AreEqual(discreteActions[discreteIndex], 0);
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discreteActions[discreteIndex] = 1;
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}
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}
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class ActionClearedAgent : Agent
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{
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public int HeuristicCalls;
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public override void Heuristic(in ActionBuffers actionsOut)
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{
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CheckAndSetBuffer(actionsOut);
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HeuristicCalls++;
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}
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}
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class ActionClearedActuator : IActuator
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{
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public int HeuristicCalls;
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public ActionClearedActuator(ActionSpec actionSpec)
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{
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ActionSpec = actionSpec;
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Name = GetType().Name;
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}
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public void OnActionReceived(ActionBuffers actionBuffers)
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{
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}
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public void WriteDiscreteActionMask(IDiscreteActionMask actionMask)
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{
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}
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public void Heuristic(in ActionBuffers actionBuffersOut)
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{
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CheckAndSetBuffer(actionBuffersOut);
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HeuristicCalls++;
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}
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public ActionSpec ActionSpec { get; }
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public string Name { get; }
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public void ResetData()
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{
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}
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}
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class ActionClearedActuatorComponent : ActuatorComponent
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{
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public ActionClearedActuator ActionClearedActuator;
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public ActionClearedActuatorComponent()
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{
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ActionSpec = new ActionSpec(2, new[] { 3, 3 });
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}
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public override IActuator[] CreateActuators()
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{
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ActionClearedActuator = new ActionClearedActuator(ActionSpec);
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return new IActuator[] { ActionClearedActuator };
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}
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public override ActionSpec ActionSpec { get; }
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}
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[Test]
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public void TestActionsCleared()
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{
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var gameObj = new GameObject();
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var agent = gameObj.AddComponent<ActionClearedAgent>();
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var behaviorParameters = agent.GetComponent<BehaviorParameters>();
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behaviorParameters.BrainParameters.ActionSpec = new ActionSpec(1, new[] { 4 });
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behaviorParameters.BrainParameters.VectorObservationSize = 0;
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behaviorParameters.BehaviorType = BehaviorType.HeuristicOnly;
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var actuatorComponent = gameObj.AddComponent<ActionClearedActuatorComponent>();
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agent.LazyInitialize();
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const int k_NumSteps = 5;
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for (var i = 0; i < k_NumSteps; i++)
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{
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agent.RequestDecision();
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Academy.Instance.EnvironmentStep();
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}
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Assert.AreEqual(agent.HeuristicCalls, k_NumSteps);
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Assert.AreEqual(actuatorComponent.ActionClearedActuator.HeuristicCalls, k_NumSteps);
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}
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}
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}
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