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241 行
8.3 KiB
241 行
8.3 KiB
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using System.Linq;
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namespace MLAgents
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{
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// Class contains all necessary environment parameters
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// to be defined and sent to external agent
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public enum BrainType
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{
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Player,
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Heuristic,
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External,
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Internal
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}
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public enum SpaceType
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{
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discrete,
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continuous
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};
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/** Only need to be modified in the brain's inpector.
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* Defines what is the resolution of the camera
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*/
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[System.Serializable]
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public struct resolution
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{
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public int width;
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/**< \brief The width of the observation in pixels */
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public int height;
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/**< \brief The height of the observation in pixels */
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public bool blackAndWhite;
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/**< \brief If true, the image will be in black and white.
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* If false, it will be in colors RGB */
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}
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/** Should be modified via the Editor Inspector.
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* Defines brain-specific parameters
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*/
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[System.Serializable]
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public class BrainParameters
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{
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public int vectorObservationSize = 1;
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/**< \brief If continuous : The length of the float vector that represents
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* the state
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* <br> If discrete : The number of possible values the state can take*/
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[Range(1, 50)] public int numStackedVectorObservations = 1;
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public int vectorActionSize = 1;
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/**< \brief If continuous : The length of the float vector that represents
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* the action
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* <br> If discrete : The number of possible values the action can take*/
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public resolution[] cameraResolutions;
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/**<\brief The list of observation resolutions for the brain */
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public string[] vectorActionDescriptions;
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/**< \brief The list of strings describing what the actions correpond to */
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public SpaceType vectorActionSpaceType = SpaceType.discrete;
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/**< \brief Defines if the action is discrete or continuous */
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}
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[HelpURL("https://github.com/Unity-Technologies/ml-agents/blob/master/" +
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"docs/Learning-Environment-Design-Brains.md")]
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/**
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* Contains all high-level Brain logic.
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* Add this component to an empty GameObject in your scene and drag this
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* GameObject into your Academy to make it a child in the hierarchy.
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* Contains a set of CoreBrains, which each correspond to a different method
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* for deciding actions.
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*/
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public class Brain : MonoBehaviour
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{
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private bool isInitialized;
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private Dictionary<Agent, AgentInfo> agentInfos =
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new Dictionary<Agent, AgentInfo>(1024);
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[Tooltip("Define state, observation, and action spaces for the Brain.")]
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/**< \brief Defines brain specific parameters such as the state size*/
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public BrainParameters brainParameters = new BrainParameters();
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/**< \brief Defines what is the type of the brain :
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* External / Internal / Player / Heuristic*/
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[Tooltip("Describes how the Brain will decide actions.")]
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public BrainType brainType;
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//[HideInInspector]
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/// Keeps track of the agents which subscribe to this brain*/
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// public Dictionary<int, Agent> agents = new Dictionary<int, Agent>();
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[SerializeField] ScriptableObject[] CoreBrains;
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/**< \brief Reference to the current CoreBrain used by the brain*/
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public CoreBrain coreBrain;
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// Ensures the coreBrains are not dupplicated with the brains
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[SerializeField] private int instanceID;
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/// Ensures the brain has an up to date array of coreBrains
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/** Is called when the inspector is modified and into InitializeBrain.
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* If the brain gameObject was just created, it generates a list of
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* coreBrains (one for each brainType) */
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public void UpdateCoreBrains()
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{
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// If CoreBrains is null, this means the Brain object was just
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// instanciated and we create instances of each CoreBrain
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if (CoreBrains == null)
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{
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int numCoreBrains = System.Enum.GetValues(typeof(BrainType)).Length;
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CoreBrains = new ScriptableObject[numCoreBrains];
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foreach (BrainType bt in System.Enum.GetValues(typeof(BrainType)))
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{
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CoreBrains[(int) bt] =
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ScriptableObject.CreateInstance(
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"CoreBrain" + bt.ToString());
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}
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}
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else
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{
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foreach (BrainType bt in System.Enum.GetValues(typeof(BrainType)))
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{
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if ((int) bt >= CoreBrains.Length)
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break;
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if (CoreBrains[(int) bt] == null)
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{
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CoreBrains[(int) bt] =
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ScriptableObject.CreateInstance(
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"CoreBrain" + bt.ToString());
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}
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}
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}
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// If the length of CoreBrains does not match the number of BrainTypes,
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// we increase the length of CoreBrains
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if (CoreBrains.Length < System.Enum.GetValues(typeof(BrainType)).Length)
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{
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int numCoreBrains = System.Enum.GetValues(typeof(BrainType)).Length;
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ScriptableObject[] new_CoreBrains =
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new ScriptableObject[numCoreBrains];
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foreach (BrainType bt in System.Enum.GetValues(typeof(BrainType)))
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{
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if ((int) bt < CoreBrains.Length)
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{
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new_CoreBrains[(int) bt] = CoreBrains[(int) bt];
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}
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else
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{
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new_CoreBrains[(int) bt] =
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ScriptableObject.CreateInstance(
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"CoreBrain" + bt.ToString());
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}
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}
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CoreBrains = new_CoreBrains;
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}
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// If the stored instanceID does not match the current instanceID,
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// this means that the Brain GameObject was duplicated, and
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// we need to make a new copy of each CoreBrain
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if (instanceID != gameObject.GetInstanceID())
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{
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foreach (BrainType bt in System.Enum.GetValues(typeof(BrainType)))
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{
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if (CoreBrains[(int) bt] == null)
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{
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CoreBrains[(int) bt] =
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ScriptableObject.CreateInstance(
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"CoreBrain" + bt);
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}
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else
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{
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CoreBrains[(int) bt] = Instantiate(CoreBrains[(int) bt]);
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}
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}
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instanceID = gameObject.GetInstanceID();
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}
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// The coreBrain to display is the one defined in brainType
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coreBrain = (CoreBrain) CoreBrains[(int) brainType];
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coreBrain.SetBrain(this);
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}
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/// This is called by the Academy at the start of the environemnt.
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public void InitializeBrain(Academy aca, MLAgents.Batcher brainBatcher)
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{
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UpdateCoreBrains();
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coreBrain.InitializeCoreBrain(brainBatcher);
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aca.BrainDecideAction += DecideAction;
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isInitialized = true;
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}
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public void SendState(Agent agent, AgentInfo info)
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{
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// If the brain is not active or not properly initialized, an error is
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// thrown.
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if (!gameObject.activeSelf)
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{
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throw new UnityAgentsException(
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$"Agent {agent.gameObject.name} tried to request an action " +
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$"from brain {gameObject.name} but it is not active.");
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}
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else if (!isInitialized)
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{
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throw new UnityAgentsException(
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$"Agent {agent.gameObject.name} tried to request an action " +
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$"from brain {gameObject.name} but it was not initialized.");
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}
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else
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{
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agentInfos.Add(agent, info);
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}
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}
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void DecideAction()
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{
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coreBrain.DecideAction(agentInfos);
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agentInfos.Clear();
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}
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}
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}
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