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97 行
3.1 KiB
97 行
3.1 KiB
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace MLAgents
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{
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/// CoreBrain which decides actions using developer-provided Decision script.
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public class CoreBrainHeuristic : ScriptableObject, CoreBrain
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{
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[SerializeField] private bool broadcast = true;
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/**< Reference to the brain that uses this CoreBrainHeuristic */
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public Brain brain;
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Batcher brainBatcher;
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/**< Reference to the Decision component used to decide the actions */
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public Decision decision;
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/// Create the reference to the brain
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public void SetBrain(Brain b)
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{
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brain = b;
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}
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/// Create the reference to decision
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public void InitializeCoreBrain(Batcher brainBatcher)
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{
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decision = brain.gameObject.GetComponent<Decision>();
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if ((brainBatcher == null)
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|| (!broadcast))
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{
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this.brainBatcher = null;
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}
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else
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{
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this.brainBatcher = brainBatcher;
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;
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this.brainBatcher.SubscribeBrain(brain.gameObject.name);
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}
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}
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/// Uses the Decision Component to decide that action to take
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public void DecideAction(Dictionary<Agent, AgentInfo> agentInfo)
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{
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brainBatcher?.SendBrainInfo(brain.gameObject.name, agentInfo);
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if (decision == null)
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{
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throw new UnityAgentsException(
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"The Brain is set to Heuristic, but no decision script attached to it");
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}
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foreach (Agent agent in agentInfo.Keys)
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{
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agent.UpdateVectorAction(decision.Decide(
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agentInfo[agent].stackedVectorObservation,
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agentInfo[agent].visualObservations,
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agentInfo[agent].reward,
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agentInfo[agent].done,
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agentInfo[agent].memories));
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}
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foreach (Agent agent in agentInfo.Keys)
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{
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agent.UpdateMemoriesAction(decision.MakeMemory(
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agentInfo[agent].stackedVectorObservation,
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agentInfo[agent].visualObservations,
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agentInfo[agent].reward,
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agentInfo[agent].done,
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agentInfo[agent].memories));
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}
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}
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/// Displays an error if no decision component is attached to the brain
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public void OnInspector()
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{
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#if UNITY_EDITOR
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EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
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broadcast = EditorGUILayout.Toggle(new GUIContent("Broadcast",
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"If checked, the brain will broadcast states and actions to Python."), broadcast);
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if (brain.gameObject.GetComponent<Decision>() == null)
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{
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EditorGUILayout.HelpBox("You need to add a 'Decision' component to this gameObject",
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MessageType.Error);
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}
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#endif
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}
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}
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}
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