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122 行
4.4 KiB
122 行
4.4 KiB
using System;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace Unity.MLAgents
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{
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/// <summary>
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/// The DecisionRequester component automatically request decisions for an
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/// <see cref="Agent"/> instance at regular intervals.
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/// </summary>
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/// <remarks>
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/// Attach a DecisionRequester component to the same [GameObject] as the
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/// <see cref="Agent"/> component.
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///
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/// The DecisionRequester component provides a convenient and flexible way to
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/// trigger the agent decision making process. Without a DecisionRequester,
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/// your <see cref="Agent"/> implementation must manually call its
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/// <seealso cref="Agent.RequestDecision"/> function.
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/// </remarks>
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[AddComponentMenu("ML Agents/Decision Requester", (int)MenuGroup.Default)]
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[RequireComponent(typeof(Agent))]
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public class DecisionRequester : MonoBehaviour
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{
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/// <summary>
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/// The frequency with which the agent requests a decision. A DecisionPeriod of 5 means
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/// that the Agent will request a decision every 5 Academy steps. /// </summary>
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[Range(1, 20)]
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[Tooltip("The frequency with which the agent requests a decision. A DecisionPeriod " +
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"of 5 means that the Agent will request a decision every 5 Academy steps.")]
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public int DecisionPeriod = 5;
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/// <summary>
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/// Indicates whether or not the agent will take an action during the Academy steps where
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/// it does not request a decision. Has no effect when DecisionPeriod is set to 1.
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/// </summary>
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[Tooltip("Indicates whether or not the agent will take an action during the Academy " +
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"steps where it does not request a decision. Has no effect when DecisionPeriod " +
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"is set to 1.")]
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[FormerlySerializedAs("RepeatAction")]
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public bool TakeActionsBetweenDecisions = true;
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[NonSerialized]
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Agent m_Agent;
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/// <summary>
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/// Get the Agent attached to the DecisionRequester.
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/// </summary>
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public Agent Agent
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{
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get => m_Agent;
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}
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internal void Awake()
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{
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m_Agent = gameObject.GetComponent<Agent>();
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Debug.Assert(m_Agent != null, "Agent component was not found on this gameObject and is required.");
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Academy.Instance.AgentPreStep += MakeRequests;
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}
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void OnDestroy()
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{
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if (Academy.IsInitialized)
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{
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Academy.Instance.AgentPreStep -= MakeRequests;
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}
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}
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/// <summary>
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/// Information about Academy step used to make decisions about whether to request a decision.
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/// </summary>
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public struct DecisionRequestContext
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{
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/// <summary>
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/// The current step count of the Academy, equivalent to Academy.StepCount.
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/// </summary>
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public int AcademyStepCount;
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}
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/// <summary>
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/// Method that hooks into the Academy in order inform the Agent on whether or not it should request a
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/// decision, and whether or not it should take actions between decisions.
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/// </summary>
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/// <param name="academyStepCount">The current step count of the academy.</param>
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void MakeRequests(int academyStepCount)
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{
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var context = new DecisionRequestContext
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{
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AcademyStepCount = academyStepCount
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};
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if (ShouldRequestDecision(context))
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{
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m_Agent?.RequestDecision();
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}
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if (ShouldRequestAction(context))
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{
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m_Agent?.RequestAction();
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}
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}
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/// <summary>
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/// Whether Agent.RequestDecision should be called on this update step.
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/// </summary>
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/// <param name="context"></param>
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/// <returns></returns>
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protected virtual bool ShouldRequestDecision(DecisionRequestContext context)
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{
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return context.AcademyStepCount % DecisionPeriod == 0;
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}
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/// <summary>
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/// Whether Agent.RequestAction should be called on this update step.
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/// </summary>
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/// <param name="context"></param>
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/// <returns></returns>
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protected virtual bool ShouldRequestAction(DecisionRequestContext context)
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{
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return TakeActionsBetweenDecisions;
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}
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}
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}
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