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192 行
8.9 KiB
192 行
8.9 KiB
using System;
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using System.Linq;
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using UnityEngine;
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namespace Unity.MLAgents.Actuators
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{
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/// <summary>
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/// A structure that wraps the <see cref="ActionSegment{T}"/>s for a particular <see cref="IActionReceiver"/> and is
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/// used when <see cref="IActionReceiver.OnActionReceived"/> is called.
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/// </summary>
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public readonly struct ActionBuffers
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{
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/// <summary>
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/// An empty action buffer.
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/// </summary>
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public static ActionBuffers Empty = new ActionBuffers(ActionSegment<float>.Empty, ActionSegment<int>.Empty);
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/// <summary>
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/// Holds the Continuous <see cref="ActionSegment{T}"/> to be used by an <see cref="IActionReceiver"/>.
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/// </summary>
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public ActionSegment<float> ContinuousActions { get; }
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/// <summary>
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/// Holds the Discrete <see cref="ActionSegment{T}"/> to be used by an <see cref="IActionReceiver"/>.
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/// </summary>
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public ActionSegment<int> DiscreteActions { get; }
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/// <summary>
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/// Create an <see cref="ActionBuffers"/> instance with discrete actions stored as a float array. This exists
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/// to achieve backward compatibility with the former Agent methods which used a float array for both continuous
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/// and discrete actions.
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/// </summary>
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/// <param name="discreteActions">The float array of discrete actions.</param>
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/// <returns>An <see cref="ActionBuffers"/> instance initialized with a <see cref="DiscreteActions"/>
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/// <see cref="ActionSegment{T}"/> initialized from a float array.</returns>
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public static ActionBuffers FromDiscreteActions(float[] discreteActions)
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{
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return new ActionBuffers(ActionSegment<float>.Empty, discreteActions == null ? ActionSegment<int>.Empty
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: new ActionSegment<int>(Array.ConvertAll(discreteActions,
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x => (int)x)));
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}
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/// <summary>
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/// Construct an <see cref="ActionBuffers"/> instance with the continuous and discrete actions that will
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/// be used.
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/// /// </summary>
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/// <param name="continuousActions">The continuous actions to send to an <see cref="IActionReceiver"/>.</param>
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/// <param name="discreteActions">The discrete actions to send to an <see cref="IActionReceiver"/>.</param>
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public ActionBuffers(float[] continuousActions, int[] discreteActions)
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: this(new ActionSegment<float>(continuousActions), new ActionSegment<int>(discreteActions)) { }
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/// <summary>
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/// Construct an <see cref="ActionBuffers"/> instance with the continuous and discrete actions that will
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/// be used.
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/// </summary>
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/// <param name="continuousActions">The continuous actions to send to an <see cref="IActionReceiver"/>.</param>
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/// <param name="discreteActions">The discrete actions to send to an <see cref="IActionReceiver"/>.</param>
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public ActionBuffers(ActionSegment<float> continuousActions, ActionSegment<int> discreteActions)
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{
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ContinuousActions = continuousActions;
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DiscreteActions = discreteActions;
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}
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/// <summary>
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/// Construct an <see cref="ActionBuffers"/> instance with <see cref="ActionSpec"/>. All values are initialized to zeros.
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/// /// </summary>
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/// <param name="actionSpec">The <see cref="ActionSpec"/> to send to an <see cref="IActionReceiver"/>.</param>
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public ActionBuffers(ActionSpec actionSpec)
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: this(new ActionSegment<float>(new float[actionSpec.NumContinuousActions]),
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new ActionSegment<int>(new int[actionSpec.NumDiscreteActions]))
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{ }
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/// <summary>
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/// Create an <see cref="ActionBuffers"/> instance with ActionSpec and all actions stored as a float array.
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/// </summary>
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/// <param name="actionSpec"><see cref="ActionSpec"/> of the <see cref="ActionBuffers"/></param>
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/// <param name="actions">The float array of all actions, including discrete and continuous actions.</param>
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/// <returns>An <see cref="ActionBuffers"/> instance initialized with a <see cref="ActionSpec"/> and a float array.</returns>
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internal static ActionBuffers FromActionSpec(ActionSpec actionSpec, float[] actions)
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{
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if (actions == null)
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{
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return ActionBuffers.Empty;
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}
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Debug.Assert(actions.Length == actionSpec.NumContinuousActions + actionSpec.NumDiscreteActions,
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$"The length of '{nameof(actions)}' does not match the total size of ActionSpec.\n" +
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$"{nameof(actions)}.Length: {actions.Length}\n" +
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$"{nameof(actionSpec)}: {actionSpec.NumContinuousActions + actionSpec.NumDiscreteActions}");
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ActionSegment<float> continuousActionSegment = ActionSegment<float>.Empty;
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ActionSegment<int> discreteActionSegment = ActionSegment<int>.Empty;
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int offset = 0;
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if (actionSpec.NumContinuousActions > 0)
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{
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continuousActionSegment = new ActionSegment<float>(actions, 0, actionSpec.NumContinuousActions);
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offset += actionSpec.NumContinuousActions;
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}
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if (actionSpec.NumDiscreteActions > 0)
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{
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int[] discreteActions = new int[actionSpec.NumDiscreteActions];
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for (var i = 0; i < actionSpec.NumDiscreteActions; i++)
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{
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discreteActions[i] = (int)actions[i + offset];
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}
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discreteActionSegment = new ActionSegment<int>(discreteActions);
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}
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return new ActionBuffers(continuousActionSegment, discreteActionSegment);
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}
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/// <summary>
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/// Clear the <see cref="ContinuousActions"/> and <see cref="DiscreteActions"/> segments to be all zeros.
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/// </summary>
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public void Clear()
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{
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ContinuousActions.Clear();
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DiscreteActions.Clear();
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}
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/// <summary>
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/// Check if the <see cref="ActionBuffers"/> is empty.
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/// </summary>
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/// <returns>Whether the buffers are empty.</returns>
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public bool IsEmpty()
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{
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return ContinuousActions.IsEmpty() && DiscreteActions.IsEmpty();
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}
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/// <summary>
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/// Indicates whether the current ActionBuffers is equal to another ActionBuffers.
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/// </summary>
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/// <param name="obj">An ActionBuffers to compare with this ActionBuffers.</param>
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/// <returns>true if the current ActionBuffers is equal to the other parameter; otherwise, false.</returns>
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public override bool Equals(object obj)
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{
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if (!(obj is ActionBuffers))
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{
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return false;
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}
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var ab = (ActionBuffers)obj;
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return ab.ContinuousActions.SequenceEqual(ContinuousActions) &&
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ab.DiscreteActions.SequenceEqual(DiscreteActions);
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}
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/// <summary>
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/// Computes the hash code of the ActionBuffers.
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/// </summary>
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/// <returns>A hash code for the current ActionBuffers.</returns>
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public override int GetHashCode()
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{
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unchecked
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{
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return (ContinuousActions.GetHashCode() * 397) ^ DiscreteActions.GetHashCode();
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}
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}
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}
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/// <summary>
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/// An interface that describes an object that can receive actions from a Reinforcement Learning network.
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/// </summary>
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public interface IActionReceiver
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{
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/// <summary>
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/// Method called in order too allow object to execute actions based on the
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/// <see cref="ActionBuffers"/> contents. The structure of the contents in the <see cref="ActionBuffers"/>
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/// are defined by the <see cref="ActionSpec"/>.
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/// </summary>
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/// <param name="actionBuffers">The data structure containing the action buffers for this object.</param>
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void OnActionReceived(ActionBuffers actionBuffers);
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/// <summary>
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/// Implement `WriteDiscreteActionMask()` to modify the masks for discrete
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/// actions. When using discrete actions, the agent will not perform the masked
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/// action.
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/// </summary>
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/// <param name="actionMask">
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/// The action mask for the agent.
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/// </param>
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/// <remarks>
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/// When using Discrete Control, you can prevent the Agent from using a certain
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/// action by masking it with <see cref="IDiscreteActionMask.SetActionEnabled"/>.
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///
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/// See [Agents - Actions] for more information on masking actions.
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///
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/// [Agents - Actions]: https://github.com/Unity-Technologies/ml-agents/blob/release_17_docs/docs/Learning-Environment-Design-Agents.md#actions
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/// </remarks>
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/// <seealso cref="IActionReceiver.OnActionReceived"/>
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void WriteDiscreteActionMask(IDiscreteActionMask actionMask);
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}
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}
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