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350 行
13 KiB
350 行
13 KiB
using System;
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using System.Collections.Generic;
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using Unity.MLAgents.Sensors;
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using UnityEngine;
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namespace Unity.MLAgents.Integrations.Match3
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{
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/// <summary>
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/// Delegate that provides integer values at a given (x,y) coordinate.
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/// </summary>
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/// <param name="x"></param>
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/// <param name="y"></param>
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public delegate int GridValueProvider(int x, int y);
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/// <summary>
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/// Type of observations to generate.
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///
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/// </summary>
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public enum Match3ObservationType
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{
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/// <summary>
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/// Generate a one-hot encoding of the cell type for each cell on the board. If there are special types,
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/// these will also be one-hot encoded.
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/// </summary>
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Vector,
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/// <summary>
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/// Generate a one-hot encoding of the cell type for each cell on the board, but arranged as
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/// a Rows x Columns visual observation. If there are special types, these will also be one-hot encoded.
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/// </summary>
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UncompressedVisual,
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/// <summary>
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/// Generate a one-hot encoding of the cell type for each cell on the board, but arranged as
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/// a Rows x Columns visual observation. If there are special types, these will also be one-hot encoded.
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/// During training, these will be sent as a concatenated series of PNG images, with 3 channels per image.
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/// </summary>
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CompressedVisual
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}
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/// <summary>
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/// Sensor for Match3 games. Can generate either vector, compressed visual,
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/// or uncompressed visual observations. Uses a GridValueProvider to determine the observation values.
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/// </summary>
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public class Match3Sensor : ISensor, IBuiltInSensor, IDisposable
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{
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Match3ObservationType m_ObservationType;
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ObservationSpec m_ObservationSpec;
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string m_Name;
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AbstractBoard m_Board;
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BoardSize m_MaxBoardSize;
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GridValueProvider m_GridValues;
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int m_OneHotSize;
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Texture2D m_ObservationTexture;
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OneHotToTextureUtil m_TextureUtil;
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/// <summary>
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/// Create a sensor for the GridValueProvider with the specified observation type.
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/// </summary>
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/// <remarks>
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/// Use Match3Sensor.CellTypeSensor() or Match3Sensor.SpecialTypeSensor() instead of calling
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/// the constructor directly.
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/// </remarks>
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/// <param name="board">The abstract board.</param>
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/// <param name="gvp">The GridValueProvider, should be either board.GetCellType or board.GetSpecialType.</param>
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/// <param name="oneHotSize">The number of possible values that the GridValueProvider can return.</param>
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/// <param name="obsType">Whether to produce vector or visual observations</param>
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/// <param name="name">Name of the sensor.</param>
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public Match3Sensor(AbstractBoard board, GridValueProvider gvp, int oneHotSize, Match3ObservationType obsType, string name)
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{
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var maxBoardSize = board.GetMaxBoardSize();
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m_Name = name;
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m_MaxBoardSize = maxBoardSize;
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m_GridValues = gvp;
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m_OneHotSize = oneHotSize;
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m_Board = board;
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m_ObservationType = obsType;
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m_ObservationSpec = obsType == Match3ObservationType.Vector
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? ObservationSpec.Vector(maxBoardSize.Rows * maxBoardSize.Columns * oneHotSize)
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: ObservationSpec.Visual(maxBoardSize.Rows, maxBoardSize.Columns, oneHotSize);
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}
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/// <summary>
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/// Create a sensor that encodes the board cells as observations.
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/// </summary>
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/// <param name="board">The abstract board.</param>
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/// <param name="obsType">Whether to produce vector or visual observations</param>
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/// <param name="name">Name of the sensor.</param>
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/// <returns></returns>
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public static Match3Sensor CellTypeSensor(AbstractBoard board, Match3ObservationType obsType, string name)
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{
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var maxBoardSize = board.GetMaxBoardSize();
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return new Match3Sensor(board, board.GetCellType, maxBoardSize.NumCellTypes, obsType, name);
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}
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/// <summary>
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/// Create a sensor that encodes the cell special types as observations. Returns null if the board's
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/// NumSpecialTypes is 0 (indicating the sensor isn't needed).
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/// </summary>
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/// <param name="board">The abstract board.</param>
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/// <param name="obsType">Whether to produce vector or visual observations</param>
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/// <param name="name">Name of the sensor.</param>
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/// <returns></returns>
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public static Match3Sensor SpecialTypeSensor(AbstractBoard board, Match3ObservationType obsType, string name)
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{
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var maxBoardSize = board.GetMaxBoardSize();
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if (maxBoardSize.NumSpecialTypes == 0)
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{
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return null;
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}
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var specialSize = maxBoardSize.NumSpecialTypes + 1;
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return new Match3Sensor(board, board.GetSpecialType, specialSize, obsType, name);
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}
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/// <inheritdoc/>
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public ObservationSpec GetObservationSpec()
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{
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return m_ObservationSpec;
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}
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/// <inheritdoc/>
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public int Write(ObservationWriter writer)
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{
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m_Board.CheckBoardSizes(m_MaxBoardSize);
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var currentBoardSize = m_Board.GetCurrentBoardSize();
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int offset = 0;
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var isVisual = m_ObservationType != Match3ObservationType.Vector;
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// This is equivalent to
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// for (var r = 0; r < m_MaxBoardSize.Rows; r++)
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// for (var c = 0; c < m_MaxBoardSize.Columns; c++)
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// if (r < currentBoardSize.Rows && c < currentBoardSize.Columns)
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// WriteOneHot
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// else
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// WriteZero
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// but rearranged to avoid the branching.
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for (var r = 0; r < currentBoardSize.Rows; r++)
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{
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for (var c = 0; c < currentBoardSize.Columns; c++)
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{
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var val = m_GridValues(r, c);
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writer.WriteOneHot(offset, r, c, val, m_OneHotSize, isVisual);
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offset += m_OneHotSize;
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}
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for (var c = currentBoardSize.Columns; c < m_MaxBoardSize.Columns; c++)
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{
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writer.WriteZero(offset, r, c, m_OneHotSize, isVisual);
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offset += m_OneHotSize;
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}
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}
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for (var r = currentBoardSize.Rows; r < m_MaxBoardSize.Columns; r++)
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{
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for (var c = 0; c < m_MaxBoardSize.Columns; c++)
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{
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writer.WriteZero(offset, r, c, m_OneHotSize, isVisual);
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offset += m_OneHotSize;
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}
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}
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return offset;
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}
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/// <inheritdoc/>
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public byte[] GetCompressedObservation()
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{
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m_Board.CheckBoardSizes(m_MaxBoardSize);
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var height = m_MaxBoardSize.Rows;
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var width = m_MaxBoardSize.Columns;
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if (ReferenceEquals(null, m_ObservationTexture))
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{
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m_ObservationTexture = new Texture2D(width, height, TextureFormat.RGB24, false);
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}
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if (ReferenceEquals(null, m_TextureUtil))
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{
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m_TextureUtil = new OneHotToTextureUtil(height, width);
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}
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var bytesOut = new List<byte>();
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var currentBoardSize = m_Board.GetCurrentBoardSize();
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// Encode the cell types or special types as batches of PNGs
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// This is potentially wasteful, e.g. if there are 4 cell types and 1 special type, we could
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// fit in in 2 images, but we'll use 3 total (2 PNGs for the 4 cell type channels, and 1 for
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// the special types).
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var numCellImages = (m_OneHotSize + 2) / 3;
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for (var i = 0; i < numCellImages; i++)
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{
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m_TextureUtil.EncodeToTexture(
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m_GridValues,
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m_ObservationTexture,
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3 * i,
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currentBoardSize.Rows,
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currentBoardSize.Columns
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);
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bytesOut.AddRange(m_ObservationTexture.EncodeToPNG());
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}
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return bytesOut.ToArray();
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}
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/// <inheritdoc/>
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public void Update()
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{
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}
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/// <inheritdoc/>
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public void Reset()
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{
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}
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internal SensorCompressionType GetCompressionType()
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{
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return m_ObservationType == Match3ObservationType.CompressedVisual ?
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SensorCompressionType.PNG :
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SensorCompressionType.None;
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}
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/// <inheritdoc/>
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public CompressionSpec GetCompressionSpec()
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{
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return new CompressionSpec(GetCompressionType());
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}
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/// <inheritdoc/>
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public string GetName()
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{
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return m_Name;
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}
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/// <inheritdoc/>
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public BuiltInSensorType GetBuiltInSensorType()
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{
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return BuiltInSensorType.Match3Sensor;
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}
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/// <summary>
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/// Clean up the owned Texture2D.
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/// </summary>
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public void Dispose()
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{
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if (!ReferenceEquals(null, m_ObservationTexture))
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{
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Utilities.DestroyTexture(m_ObservationTexture);
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m_ObservationTexture = null;
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}
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}
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}
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/// <summary>
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/// Utility class for converting a 2D array of ints representing a one-hot encoding into
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/// a texture, suitable for conversion to PNGs for observations.
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/// Works by encoding 3 values at a time as pixels in the texture, thus it should be
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/// called (maxValue + 2) / 3 times, increasing the channelOffset by 3 each time.
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/// </summary>
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internal class OneHotToTextureUtil
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{
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Color[] m_Colors;
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int m_MaxHeight;
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int m_MaxWidth;
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private static Color[] s_OneHotColors = { Color.red, Color.green, Color.blue };
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public OneHotToTextureUtil(int maxHeight, int maxWidth)
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{
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m_Colors = new Color[maxHeight * maxWidth];
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m_MaxHeight = maxHeight;
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m_MaxWidth = maxWidth;
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}
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public void EncodeToTexture(
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GridValueProvider gridValueProvider,
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Texture2D texture,
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int channelOffset,
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int currentHeight,
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int currentWidth
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)
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{
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var i = 0;
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// There's an implicit flip converting to PNG from texture, so make sure we
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// counteract that when forming the texture by iterating through h in reverse.
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for (var h = m_MaxHeight - 1; h >= 0; h--)
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{
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for (var w = 0; w < m_MaxWidth; w++)
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{
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var colorVal = Color.black;
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if (h < currentHeight && w < currentWidth)
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{
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int oneHotValue = gridValueProvider(h, w);
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if (oneHotValue >= channelOffset && oneHotValue < channelOffset + 3)
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{
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colorVal = s_OneHotColors[oneHotValue - channelOffset];
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}
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}
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m_Colors[i++] = colorVal;
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}
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}
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texture.SetPixels(m_Colors);
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}
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}
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/// <summary>
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/// Utility methods for writing one-hot observations.
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/// </summary>
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internal static class ObservationWriterMatch3Extensions
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{
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public static void WriteOneHot(this ObservationWriter writer, int offset, int row, int col, int value, int oneHotSize, bool isVisual)
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{
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if (isVisual)
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{
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for (var i = 0; i < oneHotSize; i++)
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{
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writer[row, col, i] = (i == value) ? 1.0f : 0.0f;
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}
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}
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else
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{
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for (var i = 0; i < oneHotSize; i++)
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{
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writer[offset] = (i == value) ? 1.0f : 0.0f;
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offset++;
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}
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}
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}
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public static void WriteZero(this ObservationWriter writer, int offset, int row, int col, int oneHotSize, bool isVisual)
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{
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if (isVisual)
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{
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for (var i = 0; i < oneHotSize; i++)
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{
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writer[row, col, i] = 0.0f;
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}
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}
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else
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{
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for (var i = 0; i < oneHotSize; i++)
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{
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writer[offset] = 0.0f;
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offset++;
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}
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}
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}
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}
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}
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