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135 行
4.3 KiB
135 行
4.3 KiB
using Unity.Barracuda;
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using System.Collections.Generic;
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using System.Diagnostics;
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using Unity.MLAgents.Actuators;
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using Unity.MLAgents.Inference;
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using Unity.MLAgents.Sensors;
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namespace Unity.MLAgents.Policies
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{
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/// <summary>
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/// Where to perform inference.
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/// </summary>
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public enum InferenceDevice
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{
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/// <summary>
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/// Default inference. This is currently the same as Burst, but may change in the future.
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/// </summary>
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Default = 0,
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/// <summary>
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/// GPU inference. Corresponds to WorkerFactory.Type.ComputePrecompiled in Barracuda.
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/// </summary>
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GPU = 1,
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/// <summary>
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/// CPU inference using Burst. Corresponds to WorkerFactory.Type.CSharpBurst in Barracuda.
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/// </summary>
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Burst = 2,
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/// <summary>
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/// CPU inference. Corresponds to in WorkerFactory.Type.CSharp Barracuda.
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/// Burst is recommended instead; this is kept for legacy compatibility.
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/// </summary>
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CPU = 3,
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}
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/// <summary>
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/// The Barracuda Policy uses a Barracuda Model to make decisions at
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/// every step. It uses a ModelRunner that is shared across all
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/// Barracuda Policies that use the same model and inference devices.
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/// </summary>
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internal class BarracudaPolicy : IPolicy
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{
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protected ModelRunner m_ModelRunner;
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ActionBuffers m_LastActionBuffer;
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int m_AgentId;
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/// <summary>
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/// Sensor shapes for the associated Agents. All Agents must have the same shapes for their Sensors.
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/// </summary>
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List<int[]> m_SensorShapes;
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ActionSpec m_ActionSpec;
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private string m_BehaviorName;
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/// <summary>
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/// List of actuators, only used for analytics
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/// </summary>
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private IList<IActuator> m_Actuators;
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/// <summary>
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/// Whether or not we've tried to send analytics for this model. We only ever try to send once per policy,
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/// and do additional deduplication in the analytics code.
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/// </summary>
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private bool m_AnalyticsSent;
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/// <summary>
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/// Instantiate a BarracudaPolicy with the necessary objects for it to run.
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/// </summary>
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/// <param name="actionSpec">The action spec of the behavior.</param>
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/// <param name="actuators">The actuators used for this behavior.</param>
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/// <param name="model">The Neural Network to use.</param>
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/// <param name="inferenceDevice">Which device Barracuda will run on.</param>
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/// <param name="behaviorName">The name of the behavior.</param>
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public BarracudaPolicy(
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ActionSpec actionSpec,
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IList<IActuator> actuators,
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NNModel model,
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InferenceDevice inferenceDevice,
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string behaviorName
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)
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{
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var modelRunner = Academy.Instance.GetOrCreateModelRunner(model, actionSpec, inferenceDevice);
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m_ModelRunner = modelRunner;
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m_BehaviorName = behaviorName;
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m_ActionSpec = actionSpec;
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m_Actuators = actuators;
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}
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/// <inheritdoc />
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public void RequestDecision(AgentInfo info, List<ISensor> sensors)
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{
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SendAnalytics(sensors);
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m_AgentId = info.episodeId;
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m_ModelRunner?.PutObservations(info, sensors);
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}
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[Conditional("MLA_UNITY_ANALYTICS_MODULE")]
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void SendAnalytics(IList<ISensor> sensors)
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{
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if (!m_AnalyticsSent)
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{
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m_AnalyticsSent = true;
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Analytics.InferenceAnalytics.InferenceModelSet(
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m_ModelRunner.Model,
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m_BehaviorName,
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m_ModelRunner.InferenceDevice,
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sensors,
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m_ActionSpec,
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m_Actuators
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);
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}
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}
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/// <inheritdoc />
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public ref readonly ActionBuffers DecideAction()
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{
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if (m_ModelRunner == null)
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{
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m_LastActionBuffer = ActionBuffers.Empty;
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}
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else
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{
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m_ModelRunner?.DecideBatch();
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m_LastActionBuffer = m_ModelRunner.GetAction(m_AgentId);
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}
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return ref m_LastActionBuffer;
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}
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public void Dispose()
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{
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}
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}
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}
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