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284 行
10 KiB
284 行
10 KiB
using System.Collections.Generic;
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using System;
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using Unity.Barracuda;
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using Unity.MLAgents.Inference.Utils;
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using Unity.MLAgents.Sensors;
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namespace Unity.MLAgents.Inference
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{
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/// <summary>
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/// Reshapes a Tensor so that its first dimension becomes equal to the current batch size
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/// and initializes its content to be zeros. Will only work on 2-dimensional tensors.
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/// The second dimension of the Tensor will not be modified.
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/// </summary>
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internal class BiDimensionalOutputGenerator : TensorGenerator.IGenerator
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{
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readonly ITensorAllocator m_Allocator;
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public BiDimensionalOutputGenerator(ITensorAllocator allocator)
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{
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m_Allocator = allocator;
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}
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public void Generate(TensorProxy tensorProxy, int batchSize, IList<AgentInfoSensorsPair> infos)
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{
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TensorUtils.ResizeTensor(tensorProxy, batchSize, m_Allocator);
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}
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}
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/// <summary>
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/// Generates the Tensor corresponding to the BatchSize input : Will be a one dimensional
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/// integer array of size 1 containing the batch size.
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/// </summary>
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internal class BatchSizeGenerator : TensorGenerator.IGenerator
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{
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readonly ITensorAllocator m_Allocator;
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public BatchSizeGenerator(ITensorAllocator allocator)
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{
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m_Allocator = allocator;
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}
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public void Generate(TensorProxy tensorProxy, int batchSize, IList<AgentInfoSensorsPair> infos)
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{
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tensorProxy.data?.Dispose();
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tensorProxy.data = m_Allocator.Alloc(new TensorShape(1, 1));
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tensorProxy.data[0] = batchSize;
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}
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}
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/// <summary>
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/// Generates the Tensor corresponding to the SequenceLength input : Will be a one
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/// dimensional integer array of size 1 containing 1.
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/// Note : the sequence length is always one since recurrent networks only predict for
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/// one step at the time.
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/// </summary>
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internal class SequenceLengthGenerator : TensorGenerator.IGenerator
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{
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readonly ITensorAllocator m_Allocator;
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public SequenceLengthGenerator(ITensorAllocator allocator)
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{
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m_Allocator = allocator;
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}
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public void Generate(TensorProxy tensorProxy, int batchSize, IList<AgentInfoSensorsPair> infos)
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{
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tensorProxy.shape = new long[0];
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tensorProxy.data?.Dispose();
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tensorProxy.data = m_Allocator.Alloc(new TensorShape(1, 1));
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tensorProxy.data[0] = 1;
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}
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}
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/// <summary>
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/// Generates the Tensor corresponding to the Recurrent input : Will be a two
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/// dimensional float array of dimension [batchSize x memorySize].
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/// It will use the Memory data contained in the agentInfo to fill the data
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/// of the tensor.
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/// </summary>
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internal class RecurrentInputGenerator : TensorGenerator.IGenerator
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{
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readonly ITensorAllocator m_Allocator;
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Dictionary<int, List<float>> m_Memories;
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public RecurrentInputGenerator(
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ITensorAllocator allocator,
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Dictionary<int, List<float>> memories)
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{
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m_Allocator = allocator;
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m_Memories = memories;
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}
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public void Generate(
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TensorProxy tensorProxy, int batchSize, IList<AgentInfoSensorsPair> infos)
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{
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TensorUtils.ResizeTensor(tensorProxy, batchSize, m_Allocator);
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var memorySize = tensorProxy.data.width;
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var agentIndex = 0;
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for (var infoIndex = 0; infoIndex < infos.Count; infoIndex++)
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{
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var infoSensorPair = infos[infoIndex];
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var info = infoSensorPair.agentInfo;
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List<float> memory;
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if (info.done)
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{
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m_Memories.Remove(info.episodeId);
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}
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if (!m_Memories.TryGetValue(info.episodeId, out memory))
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{
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for (var j = 0; j < memorySize; j++)
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{
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tensorProxy.data[agentIndex, 0, j, 0] = 0;
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}
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agentIndex++;
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continue;
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}
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for (var j = 0; j < Math.Min(memorySize, memory.Count); j++)
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{
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if (j >= memory.Count)
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{
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break;
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}
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tensorProxy.data[agentIndex, 0, j, 0] = memory[j];
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}
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agentIndex++;
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}
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}
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}
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/// <summary>
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/// Generates the Tensor corresponding to the Previous Action input : Will be a two
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/// dimensional integer array of dimension [batchSize x actionSize].
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/// It will use the previous action data contained in the agentInfo to fill the data
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/// of the tensor.
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/// </summary>
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internal class PreviousActionInputGenerator : TensorGenerator.IGenerator
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{
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readonly ITensorAllocator m_Allocator;
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public PreviousActionInputGenerator(ITensorAllocator allocator)
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{
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m_Allocator = allocator;
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}
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public void Generate(TensorProxy tensorProxy, int batchSize, IList<AgentInfoSensorsPair> infos)
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{
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TensorUtils.ResizeTensor(tensorProxy, batchSize, m_Allocator);
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var actionSize = tensorProxy.shape[tensorProxy.shape.Length - 1];
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var agentIndex = 0;
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for (var infoIndex = 0; infoIndex < infos.Count; infoIndex++)
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{
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var infoSensorPair = infos[infoIndex];
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var info = infoSensorPair.agentInfo;
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var pastAction = info.storedActions.DiscreteActions;
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if (!pastAction.IsEmpty())
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{
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for (var j = 0; j < actionSize; j++)
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{
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tensorProxy.data[agentIndex, j] = pastAction[j];
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}
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}
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agentIndex++;
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}
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}
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}
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/// <summary>
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/// Generates the Tensor corresponding to the Action Mask input : Will be a two
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/// dimensional float array of dimension [batchSize x numActionLogits].
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/// It will use the Action Mask data contained in the agentInfo to fill the data
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/// of the tensor.
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/// </summary>
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internal class ActionMaskInputGenerator : TensorGenerator.IGenerator
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{
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readonly ITensorAllocator m_Allocator;
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public ActionMaskInputGenerator(ITensorAllocator allocator)
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{
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m_Allocator = allocator;
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}
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public void Generate(TensorProxy tensorProxy, int batchSize, IList<AgentInfoSensorsPair> infos)
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{
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TensorUtils.ResizeTensor(tensorProxy, batchSize, m_Allocator);
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var maskSize = tensorProxy.shape[tensorProxy.shape.Length - 1];
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var agentIndex = 0;
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for (var infoIndex = 0; infoIndex < infos.Count; infoIndex++)
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{
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var infoSensorPair = infos[infoIndex];
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var agentInfo = infoSensorPair.agentInfo;
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var maskList = agentInfo.discreteActionMasks;
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for (var j = 0; j < maskSize; j++)
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{
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var isUnmasked = (maskList != null && maskList[j]) ? 0.0f : 1.0f;
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tensorProxy.data[agentIndex, j] = isUnmasked;
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}
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agentIndex++;
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}
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}
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}
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/// <summary>
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/// Generates the Tensor corresponding to the Epsilon input : Will be a two
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/// dimensional float array of dimension [batchSize x actionSize].
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/// It will use the generate random input data from a normal Distribution.
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/// </summary>
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internal class RandomNormalInputGenerator : TensorGenerator.IGenerator
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{
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readonly RandomNormal m_RandomNormal;
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readonly ITensorAllocator m_Allocator;
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public RandomNormalInputGenerator(int seed, ITensorAllocator allocator)
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{
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m_RandomNormal = new RandomNormal(seed);
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m_Allocator = allocator;
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}
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public void Generate(TensorProxy tensorProxy, int batchSize, IList<AgentInfoSensorsPair> infos)
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{
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TensorUtils.ResizeTensor(tensorProxy, batchSize, m_Allocator);
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TensorUtils.FillTensorWithRandomNormal(tensorProxy, m_RandomNormal);
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}
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}
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/// <summary>
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/// Generates the Tensor corresponding to the Observation input : Will be a multi
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/// dimensional float array.
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/// It will use the Observation data contained in the sensors to fill the data
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/// of the tensor.
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/// </summary>
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internal class ObservationGenerator : TensorGenerator.IGenerator
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{
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readonly ITensorAllocator m_Allocator;
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List<int> m_SensorIndices = new List<int>();
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ObservationWriter m_ObservationWriter = new ObservationWriter();
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public ObservationGenerator(ITensorAllocator allocator)
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{
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m_Allocator = allocator;
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}
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public void AddSensorIndex(int sensorIndex)
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{
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m_SensorIndices.Add(sensorIndex);
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}
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public void Generate(TensorProxy tensorProxy, int batchSize, IList<AgentInfoSensorsPair> infos)
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{
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TensorUtils.ResizeTensor(tensorProxy, batchSize, m_Allocator);
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var agentIndex = 0;
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for (var infoIndex = 0; infoIndex < infos.Count; infoIndex++)
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{
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var info = infos[infoIndex];
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if (info.agentInfo.done)
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{
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// If the agent is done, we might have a stale reference to the sensors
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// e.g. a dependent object might have been disposed.
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// To avoid this, just fill observation with zeroes instead of calling sensor.Write.
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TensorUtils.FillTensorBatch(tensorProxy, agentIndex, 0.0f);
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}
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else
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{
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var tensorOffset = 0;
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// Write each sensor consecutively to the tensor
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for (var sensorIndexIndex = 0; sensorIndexIndex < m_SensorIndices.Count; sensorIndexIndex++)
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{
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var sensorIndex = m_SensorIndices[sensorIndexIndex];
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var sensor = info.sensors[sensorIndex];
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m_ObservationWriter.SetTarget(tensorProxy, agentIndex, tensorOffset);
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var numWritten = sensor.Write(m_ObservationWriter);
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tensorOffset += numWritten;
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}
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}
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agentIndex++;
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}
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}
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}
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}
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